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  1. ##### 0x102E6728 "BanksIndex\\CHAR_campaign_PLAYER" ---> "CHAR_campaign_PLAYER Bank Index"
  2. ##### 0x102E672C "BanksIndex\\FXsBank" ---> "FXsBank Bank Index"
  3. ##### 0x102E6730 "BanksIndex\\Vehicles" ---> "Vehicles Bank Index"
  4. ##### 0x102E6734 "BanksIndex\\CHAR_adversarial_PLAYER" ---> "CHAR_adversarial_PLAYER Bank Index"
  5. ##### 0x102E6738 "BanksIndex\\Weapons" ---> "Weapons Bank Index"
  6. ##### 0x102E673C "BanksIndex\\WeaponsNPC" ---> "Weapons Bank Index for NPC"
  7. ##### 0x102E6740 "BanksIndex\\Managers" ---> "Managers Bank Index"
  8. ##### 0x102E6744 "BanksIndex\\Intels" ---> "Intels Bank Index"
  9. ##### 0x102E6748 "BanksIndex\\Weapons_Vehicles" ---> "Weapons_Vehicles Bank Index"
  10. ##### 0x102E674C "BanksIndex\\RA" ---> "RA Bank Index"
  11. ##### 0x102E6750 "BanksIndex\\RA_Materials" ---> "RA_Materials Bank Index"
  12. ##### 0x102E6754 "BanksIndex\\Adversarial Bank" ---> "Adversarial Bank Index"
  13. ##### 0x102E6758 "BanksIndex\\AdversarialMusicBank" ---> "AdversarialMusicBank Index"
  14. ##### 0x102E675C "BanksIndex\\LD_Object_Bank" ---> "LD_Object_Bank Bank Index"
  15. ##### 0x102E6760 "BanksIndex\\Weapons_Special" ---> "Weapons_Special Index"
  16. ##### 0x102E6764 "BanksIndex\\Voice Ghost" ---> "Voice Bank of Ghost, teammates, and Leader"
  17. ##### 0x102E6768 "BanksIndex\\Voice NME" ---> "Voice Bank of ennemies"
  18. ##### 0x102E676C "BanksIndex\\Voice Civilian" ---> "Voice Bank of Civilian"
  19. ##### 0x102E6770 "BanksIndex\\Voice VIP" ---> "Voice Bank of VIP"
  20. ##### 0x102E6774 "BanksIndex\\Voices Adversarial US" ---> "Bank of Adversarial US Voices"
  21. ##### 0x102E6778 "BanksIndex\\Voices Adversarial RU" ---> "Bank of Adversarial RU Voices"
  22. ##### 0x102E677C "BanksIndex\\BigDog" ---> "Objects bank for BigDog"
  23. ##### 0x102E6780 "BanksIndex\\Trash (MUST BE DESTROYED)" ---> "Trash Bank Index"
  24. ##### 0x102E6AE0 "Weapon\\SpecialAmmo\\Piercing\\AmmoPiercingWidth " ---> "Max width the ammo ca go through (m)"
  25. ##### 0x102E6AE4 "Weapon\\Damage Factor Player\\Head" ---> "Mul Coeff For Head"
  26. ##### 0x102E6AE8 "Weapon\\Damage Factor Player\\Torso" ---> "Mul Coeff For Torso"
  27. ##### 0x102E6AEC "Weapon\\Damage Factor Player\\Legs" ---> "Mul Coeff For Legs"
  28. ##### 0x102E6AF0 "Weapon\\Damage Factor Player\\Arms" ---> "Mul Coeff For Arms"
  29. ##### 0x102E6AF4 "Weapon\\Sound\\WhistlingRadius" ---> "Radius of detection of whistling bullets"
  30. ##### 0x102E6AF8 "Weapon\\Sound\\WhistlingRadiusOnCover" ---> "Radius of detection of whistling bullets on cover"
  31. ##### 0x102E6AFC "Weapon\\Sound\\ImpactDelay" ---> "Impact Delay"
  32. ##### 0x102E6B00 "Weapon\\Sound\\Impact Leadin Length" ---> "Impact Leadin Length"
  33. ##### 0x102E6B04 "Weapon\\Sound\\RiskGaugeTreshold" ---> "Min value of the risk gauge to launch whistling sound"
  34. ##### 0x102E6B08 "Weapon\\Sound\\LastWarningDelay" ---> " Check the warning trail n times before the hit "
  35. ##### 0x102E6BC0 "Adversarial\\Sound\\Music\\DynamicBankIndexes\\CommonSoundBankIndex" ---> "Element Index of Common Soundbank in AdversarialMusic DynamicBank"
  36. ##### 0x102E6BC4 "Adversarial\\Sound\\Music\\DynamicBankIndexes\\StingerSoundBankIndex" ---> "Element Index of Stinger Soundbank in AdversarialMusic DynamicBank"
  37. ##### 0x102E6BC8 "Adversarial\\Sound\\Music\\MTTChannel" ---> "Index of MTT Channel"
  38. ##### 0x102E6BCC "Adversarial\\Sound\\Music\\Fade Duration" ---> "Fade duration in sec."
  39. ##### 0x102E6BD0 "Adversarial\\Sound\\Music\\Domination\\Percent Capture Sound Max" ---> "Percent of the capture when the gameplay layer has maximum volume"
  40. ##### 0x102E6BD4 "Adversarial\\Sound\\Music\\TeamDeathMatch\\Win Score difference" ---> "The score difference for win layer update"
  41. ##### 0x102E6BD8 "Adversarial\\Sound\\Music\\TeamDeathMatch\\Gameplay Score difference" ---> "The score difference for gameplay layer update"
  42. ##### 0x102E6BDC "Adversarial\\Sound\\Music\\Blitz\\Win_Score_difference" ---> "The score difference for win layer update"
  43. ##### 0x102E6BE0 "Adversarial\\Sound\\Music\\KingOfTheHill\\Win_Score_difference" ---> "The score difference for win layer update"
  44. ##### 0x102E6BE4 "Adversarial\\Sound\\Music\\CaptureTheFlag\\Flag Base threshold Dist" ---> "The maximun flag distance of bases the gameplay music will be played"
  45. ##### 0x102E6CC0 "Cross\\h080" ---> "[ANIMATION] cross height (meters)"
  46. ##### 0x102E6CC4 "Cross\\h090" ---> "[ANIMATION] cross height (meters)"
  47. ##### 0x102E6CC8 "Cross\\h100" ---> "[ANIMATION] cross height (meters)"
  48. ##### 0x102E6CCC "Cross\\h115" ---> "[ANIMATION] cross height (meters)"
  49. ##### 0x102E6CD0 "Cross\\h125" ---> "[ANIMATION] cross height (meters)"
  50. ##### 0x102E6CD4 "Cross\\h135" ---> "[ANIMATION] cross height (meters)"
  51. ##### 0x102E6CD8 "Cross\\h185" ---> "[ANIMATION] cross height (meters)"
  52. ##### 0x102E6CDC "Cross\\w030" ---> "[ANIMATION] cross width (meters)"
  53. ##### 0x102E6CE0 "Cross\\w050" ---> "[ANIMATION] cross width (meters)"
  54. ##### 0x102E6CE4 "Cross\\w110" ---> "[ANIMATION] cross width (meters)"
  55. ##### 0x102E6CE8 "Cross\\w150" ---> "[ANIMATION] cross width (meters)"
  56. ##### 0x102E6CEC "Cross\\f300" ---> "[ANIMATION] cross fall (meters)"
  57. ##### 0x102E6CF0 "Cross\\DynamicRush\\h100\\w050\\Length" ---> "[ANIMATION] cross length (meters)"
  58. ##### 0x102E6CF4 "Cross\\DynamicRush\\h100\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  59. ##### 0x102E6CF8 "Cross\\DynamicRush\\Fall\\h100\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  60. ##### 0x102E6CFC "Cross\\DynamicRush\\h135\\w050\\Length" ---> "[ANIMATION] cross length (meters)"
  61. ##### 0x102E6D00 "Cross\\DynamicRush\\h135\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  62. ##### 0x102E6D04 "Cross\\DynamicRush\\Fall\\h135\\w030\\Length" ---> "[ANIMATION] cross length (meters)"
  63. ##### 0x102E6D08 "Cross\\DynamicRush\\h185\\w030\\Length" ---> "[ANIMATION] cross length (meters)"
  64. ##### 0x102E6D0C "Cross\\DynamicWalk\\h080\\w050\\Length" ---> "[ANIMATION] cross length (meters)"
  65. ##### 0x102E6D10 "Cross\\DynamicWalk\\h080\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  66. ##### 0x102E6D14 "Cross\\DynamicWalk\\h090\\w050\\Length" ---> "[ANIMATION] cross length (meters)"
  67. ##### 0x102E6D18 "Cross\\DynamicWalk\\h090\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  68. ##### 0x102E6D1C "Cross\\DynamicWalk\\h100\\w050\\Length" ---> "[ANIMATION] cross length (meters)"
  69. ##### 0x102E6D20 "Cross\\DynamicWalk\\h100\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  70. ##### 0x102E6D24 "Cross\\DynamicWalk\\Fall\\h100\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  71. ##### 0x102E6D28 "Cross\\DynamicWalk\\h115\\w050\\Length" ---> "[ANIMATION] cross length (meters)"
  72. ##### 0x102E6D2C "Cross\\DynamicWalk\\h115\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  73. ##### 0x102E6D30 "Cross\\DynamicWalk\\h125\\w050\\Length" ---> "[ANIMATION] cross length (meters)"
  74. ##### 0x102E6D34 "Cross\\DynamicWalk\\h125\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  75. ##### 0x102E6D38 "Cross\\DynamicWalk\\h135\\w050\\Length" ---> "[ANIMATION] cross length (meters)"
  76. ##### 0x102E6D3C "Cross\\DynamicWalk\\h135\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  77. ##### 0x102E6D40 "Cross\\DynamicWalk\\Fall\\h135\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  78. ##### 0x102E6D44 "Cross\\DynamicWalk\\h185\\w030\\Length" ---> "[ANIMATION] cross length (meters)"
  79. ##### 0x102E6D48 "Cross\\Static\\h080\\w050\\Length" ---> "[ANIMATION] cross length (meters)"
  80. ##### 0x102E6D4C "Cross\\Static\\h080\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  81. ##### 0x102E6D50 "Cross\\Static\\h090\\w050\\Length" ---> "[ANIMATION] cross length (meters)"
  82. ##### 0x102E6D54 "Cross\\Static\\h090\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  83. ##### 0x102E6D58 "Cross\\Static\\h100\\w050\\Length" ---> "[ANIMATION] cross length (meters)"
  84. ##### 0x102E6D5C "Cross\\Static\\h100\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  85. ##### 0x102E6D60 "Cross\\Static\\Fall\\h100\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  86. ##### 0x102E6D64 "Cross\\Static\\h115\\w050\\Length" ---> "[ANIMATION] cross length (meters)"
  87. ##### 0x102E6D68 "Cross\\Static\\h115\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  88. ##### 0x102E6D6C "Cross\\Static\\h125\\w050\\Length" ---> "[ANIMATION] cross length (meters)"
  89. ##### 0x102E6D70 "Cross\\Static\\h125\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  90. ##### 0x102E6D74 "Cross\\Static\\h135\\w050\\Length" ---> "[ANIMATION] cross length (meters)"
  91. ##### 0x102E6D78 "Cross\\Static\\h135\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  92. ##### 0x102E6D7C "Cross\\Static\\Fall\\h135\\w150\\Length" ---> "[ANIMATION] cross length (meters)"
  93. ##### 0x102E6D80 "Cross\\Static\\h185\\w030\\Length" ---> "[ANIMATION] cross length (meters)"
  94. ##### 0x102E6D84 "Climb\\DynamicRush\\h080\\Length" ---> "[ANIMATION] climb length (meters)"
  95. ##### 0x102E6D88 "Climb\\DynamicRush\\h090\\Length" ---> "[ANIMATION] climb length (meters)"
  96. ##### 0x102E6D8C "Climb\\DynamicRush\\h100\\Length" ---> "[ANIMATION] climb length (meters)"
  97. ##### 0x102E6D90 "Climb\\DynamicRush\\h115\\Length" ---> "[ANIMATION] climb length (meters)"
  98. ##### 0x102E6D94 "Climb\\DynamicRush\\h125\\Length" ---> "[ANIMATION] climb length (meters)"
  99. ##### 0x102E6D98 "Climb\\DynamicRush\\h135\\Length" ---> "[ANIMATION] climb length (meters)"
  100. ##### 0x102E6D9C "Climb\\DynamicRush\\h185\\Length" ---> "[ANIMATION] climb length (meters)"
  101. ##### 0x102E6DA0 "Climb\\DynamicWalk\\h080\\Length" ---> "[ANIMATION] climb length (meters)"
  102. ##### 0x102E6DA4 "Climb\\DynamicWalk\\h090\\Length" ---> "[ANIMATION] climb length (meters)"
  103. ##### 0x102E6DA8 "Climb\\DynamicWalk\\h100\\Length" ---> "[ANIMATION] climb length (meters)"
  104. ##### 0x102E6DAC "Climb\\DynamicWalk\\h115\\Length" ---> "[ANIMATION] climb length (meters)"
  105. ##### 0x102E6DB0 "Climb\\DynamicWalk\\h125\\Length" ---> "[ANIMATION] climb length (meters)"
  106. ##### 0x102E6DB4 "Climb\\DynamicWalk\\h135\\Length" ---> "[ANIMATION] climb length (meters)"
  107. ##### 0x102E6DB8 "Climb\\DynamicWalk\\h185\\Length" ---> "[ANIMATION] climb length (meters)"
  108. ##### 0x102E6DBC "Climb\\Static\\h080\\Length" ---> "[ANIMATION] climb length (meters)"
  109. ##### 0x102E6DC0 "Climb\\Static\\h090\\Length" ---> "[ANIMATION] climb length (meters)"
  110. ##### 0x102E6DC4 "Climb\\Static\\h100\\Length" ---> "[ANIMATION] climb length (meters)"
  111. ##### 0x102E6DC8 "Climb\\Static\\h115\\Length" ---> "[ANIMATION] climb length (meters)"
  112. ##### 0x102E6DCC "Climb\\Static\\h125\\Length" ---> "[ANIMATION] climb length (meters)"
  113. ##### 0x102E6DD0 "Climb\\Static\\h135\\Length" ---> "[ANIMATION] climb length (meters)"
  114. ##### 0x102E6DD4 "Climb\\Static\\h185\\Length" ---> "[ANIMATION] climb length (meters)"
  115. ##### 0x102E6DD8 "Cross\\DynamicRush\\Distance" ---> "[ANIMATION] Distance to cover to cross (meters)"
  116. ##### 0x102E6DDC "Cross\\DynamicWalk\\Distance" ---> "[ANIMATION] Distance to cover to cross (meters)"
  117. ##### 0x102E7094 "Intel\\FnF\\FriendCloseDistance" ---> "Distance to show friend name and link between teammate"
  118. ##### 0x102E7098 "Intel\\FnF\\FriendFarDistance" ---> "Far distance to show friend small icon"
  119. ##### 0x102E709C "Intel\\FnF\\PartyCloseDistance" ---> "Distance to show party name"
  120. ##### 0x102E70A0 "Intel\\FnF\\PartyFarDistance" ---> "Distance to show party small icon"
  121. ##### 0x102E70A4 "Intel\\FnF\\ReconFiringDetection" ---> "Radius for recon class to detect nearby enemy when he is firing"
  122. ##### 0x102E70A8 "Intel\\FnF\\ReconRunningDetection" ---> "Radius for recon class to detect nearby enemy when he is running"
  123. ##### 0x102E70AC "Intel\\FnF\\EnemyFadeOutTime" ---> "Duration to show enemy intel"
  124. ##### 0x102E711C "ImpactDecals\\5_56\\Size(In)" ---> "Impact decal size for Ammo Type"
  125. ##### 0x102E7120 "ImpactDecals\\5_56\\Size(Out)" ---> "Exit Impact decal size for Ammo Type"
  126. ##### 0x102E7124 "ImpactDecals\\5_56\\Variance" ---> "Impact decal variance for Ammo Type"
  127. ##### 0x102E7128 "ImpactDecals\\7_62\\Size(In)" ---> "Impact decal size for Ammo Type"
  128. ##### 0x102E712C "ImpactDecals\\7_62\\Size(Out)" ---> "Exit Impact decal size for Ammo Type"
  129. ##### 0x102E7130 "ImpactDecals\\7_62\\Variance" ---> "Impact decal variance for Ammo Type"
  130. ##### 0x102E7134 "ImpactDecals\\9mm\\Size(In)" ---> "Impact decal size for Ammo Type"
  131. ##### 0x102E7138 "ImpactDecals\\9mm\\Size(Out)" ---> "Exit Impact decal size for Ammo Type"
  132. ##### 0x102E713C "ImpactDecals\\9mm\\Variance" ---> "Impact decal variance for Ammo Type"
  133. ##### 0x102E7140 "ImpactDecals\\11_43\\Size(In)" ---> "Impact decal size for Ammo Type"
  134. ##### 0x102E7144 "ImpactDecals\\11_43\\Size(Out)" ---> "Exit Impact decal size for Ammo Type"
  135. ##### 0x102E7148 "ImpactDecals\\11_43\\Variance" ---> "Impact decal variance for Ammo Type"
  136. ##### 0x102E714C "ImpactDecals\\12_7\\Size(In)" ---> "Impact decal size for Ammo Type"
  137. ##### 0x102E7150 "ImpactDecals\\12_7\\Size(Out)" ---> "Exit Impact decal size for Ammo Type"
  138. ##### 0x102E7154 "ImpactDecals\\12_7\\Variance" ---> "Impact decal variance for Ammo Type"
  139. ##### 0x102E7158 "ImpactDecals\\12g\\Size(In)" ---> "Impact decal size for Ammo Type"
  140. ##### 0x102E715C "ImpactDecals\\12g\\Size(Out)" ---> "Exit Impact decal size for Ammo Type"
  141. ##### 0x102E7160 "ImpactDecals\\12g\\Variance" ---> "Impact decal variance for Ammo Type"
  142. ##### 0x102E72B0 "Adversarial\\Outro\\Duration" ---> ???
  143. ##### 0x102E72B4 "Adversarial\\Spawn\\Minimal Time" ---> "(sec)"
  144. ##### 0x102E775C "Sound\\Sound Types\\VOX_MC1" ---> "ID of bigfile Sound Type : VOX_MC1"
  145. ##### 0x102E7760 "Sound\\Sound Types\\VOX_TM8" ---> "ID of bigfile Sound Type : VOX_TM8"
  146. ##### 0x102E7764 "Sound\\Sound Types\\VOX_NMI" ---> "ID of bigfile Sound Type : VOX_NMI"
  147. ##### 0x102E78B0 "Sound\\Voices\\Civil\\Close_Distance" ---> "Set start-to-talk civilian Close distance"
  148. ##### 0x102E78B4 "Sound\\Voices\\Civil\\Medium_Distance" ---> "Set start-to-talk civilian Medium distance"
  149. ##### 0x102E78B8 "Sound\\Voices\\ObjectiveMix\\Play_Fade_Duration" ---> "Play Fade Duration"
  150. ##### 0x102E78BC "Sound\\Voices\\ObjectiveMix\\Play_Fade_Type" ---> "Play Fade Type"
  151. ##### 0x102E78C0 "Sound\\Voices\\ObjectiveMix\\Mix_Duration" ---> "Mix Duration"
  152. ##### 0x102E78C4 "Sound\\Voices\\ObjectiveMix\\Stop_Fade_Duration" ---> "Stop Fade Duration"
  153. ##### 0x102E78C8 "Sound\\Voices\\ObjectiveMix\\Stop_Fade_Type" ---> "Stop Fade Type"
  154. ##### 0x102E78CC "Voices\\DynamicBank_Index\\Ghosts\\Index_Kozak_Ghost1" ---> "Index in SoundBank for Type Ghost1"
  155. ##### 0x102E78D0 "Voices\\DynamicBank_Index\\Ghosts\\Index_30k_Ghost2" ---> "Index in SoundBank for Type Ghost2"
  156. ##### 0x102E78D4 "Voices\\DynamicBank_Index\\Ghosts\\Index_Bones_Ghost3" ---> "Index in SoundBank for Type Ghost3"
  157. ##### 0x102E78D8 "Voices\\DynamicBank_Index\\Ghosts\\Index_Pepper_Ghost4" ---> "Index in SoundBank for Type Ghost4"
  158. ##### 0x102E78DC "Voices\\DynamicBank_Index\\Ghosts\\Index_GhostLeader1" ---> "Index in SoundBank for Type GhostLeader1"
  159. ##### 0x102E78E0 "Voices\\DynamicBank_Index\\Enemies\\Nb_EnemyMale" ---> "Number of male enemy banks"
  160. ##### 0x102E78E4 "Voices\\DynamicBank_Index\\Civilians\\Nb_CivilianMale" ---> "Number of male civilian banks"
  161. ##### 0x102E78E8 "Voices\\DynamicBank_Index\\Adversarial\\Nb_Adversarial_US" ---> "Number of US adversarial banks"
  162. ##### 0x102E78EC "Voices\\DynamicBank_Index\\Adversarial\\Nb_Adversarial_RU" ---> "Number of RU adversarial banks"
  163. ##### 0x102E78F0 "Voices\\DynamicBank_Index\\VIP\\Index_VIP_Male1" ---> "Index in SoundBank for Type VIP Male1"
  164. ##### 0x102E78F4 "Voices\\DynamicBank_Index\\VIP\\Index_VIP_Male2" ---> "Index in SoundBank for Type VIP Male2"
  165. ##### 0x102E78F8 "Voices\\DynamicBank_Index\\-- Female Bank Offset" ---> "Offset used for female soundbank type"
  166. ##### 0x102E7BBC "Weapon\\MuzzleLight\\LightRange" ---> "Range"
  167. ##### 0x102E7BC0 "Weapon\\MuzzleLight\\LightTimer" ---> "Life time"
  168. ##### 0x102E7BC4 "Weapon\\MuzzleLight\\LightColor" ---> "Color(R, G, B)"
  169. ##### 0x102E7ED8 "Ladder\\PlayerSlideSpeed" ---> "Speed of the player in the ladder when sliding (positive value)"
  170. ##### 0x102E7EDC "DO NOT TOUCH\\Animation Set 0" ---> "Yes (1) Or No (0)"
  171. ##### 0x102E7EE0 "DedicatedServer\\Human\\Stance\\Head Offset\\Standing" ---> "Standing Head Offset"
  172. ##### 0x102E7EEC "DedicatedServer\\Human\\Stance\\Head Offset\\Crouch" ---> "Crouch Head Offset"
  173. ##### 0x102E7EF8 "DedicatedServer\\Human\\Stance\\Head Offset\\Prone" ---> "Prone Head Offset"
  174. ##### 0x102E7F04 "DedicatedServer\\Human\\Stance\\Head Offset\\Peek Right" ---> "Right Peek Head Offset (added to stance offset)"
  175. ##### 0x102E7F08 "DedicatedServer\\Human\\Stance\\Head Offset\\Peek Left" ---> "Left Peek Head Offset (added to stance offset)"
  176. ##### 0x102E7F0C "DedicatedServer\\Human\\Stance\\Hips Offset\\Standing" ---> "Standing Hips Offset"
  177. ##### 0x102E7F18 "DedicatedServer\\Human\\Stance\\Hips Offset\\Crouch" ---> "Crouch Hips Offset"
  178. ##### 0x102E7F24 "DedicatedServer\\Human\\Stance\\Hips Offset\\Prone" ---> "Prone Hips Offset"
  179. ##### 0x102E814C "DO NOT TOUCH\\DR Averager" ---> "You don't touch! You don't need to knwon what is it for!"
  180. ##### 0x102E84C0 "Network\\Relevance\\TimeToLose" ---> "Time in seconds before relevance is lost due to lack of LOS"
  181. ##### 0x102E84C4 "Network\\Relevance\\CheckInterval" ---> "Time in seconds between relevance checks"
  182. ##### 0x102E8690 "PCSet\\BanksIndex\\KGD_BanksIndex_ClassPowers" ---> "ClassPowers_Bank Bank Index"
  183. ##### 0x102E8694 "PCSet\\Animation\\Tweak\\Normal" ---> "Change the walking speed of the player"
  184. ##### 0x102E8698 "PCSet\\Animation\\Tweak\\Rush Stretch - Changes animation ONLY" ---> "Move forward rush speed multiplier - Reopen world to see change!"
  185. ##### 0x102E869C "PCSet\\Animation\\Tweak\\Stretch Cover right" ---> "Cover right stretch coeficient (1.0 for real animation)"
  186. ##### 0x102E86A0 "PCSet\\Animation\\Tweak\\Cover Side Swap" ---> "Cover side swap stretch (1.0 for real animation)"
  187. ##### 0x102E86A4 "PCSet\\Animation\\Tweak\\Stretch CoverShootUp" ---> "1.0 if for 0.60s"
  188. ##### 0x102E86A8 "PCSet\\Animation\\MirrorAxis" ---> "Mirror axis"
  189. ##### 0x102E86AC "PCSet\\Animation\\FlipAxis" ---> "Flip axis"
  190. ##### 0x102E86B0 "PCSet\\Animation\\Ragdoll\\Headshot" ---> "Headshot multiplier"
  191. ##### 0x102E86B4 "PCSet\\Animation\\Ragdoll\\Inertia" ---> "Inertia scale"
  192. ##### 0x102E86B8 "PCSet\\Animation\\Rosace\\Speed\\Normal" ---> "Change the walking intensity"
  193. ##### 0x102E86BC "PCSet\\Animation\\Rosace\\Speed\\Rush" ---> "Change the rush intensity"
  194. ##### 0x102E86C0 "PCSet\\Animation\\Rosace\\Action\\Crouch" ---> "Change the coef stretch based on crouch stance"
  195. ##### 0x102E86C4 "PCSet\\Animation\\Rosace\\Action\\Prone" ---> "Change the coef stretch based on prone stance"
  196. ##### 0x102E86C8 "PCSet\\Animation\\Rosace\\Action\\Blitz" ---> "Change the coef stretch based on Blitz"
  197. ##### 0x102E86CC "PCSet\\Animation\\Rosace\\Action\\Cover" ---> "Change the coef stretch based on Cover (TODO- Refactor this)"
  198. ##### 0x102E86D0 "PCSet\\Animation\\Rosace\\Action\\Aegis Stand" ---> "Change the coef stretch based on Aegis when standing"
  199. ##### 0x102E86D4 "PCSet\\Animation\\Rosace\\Action\\Aegis Crouch" ---> "Change the coef stretch based on Aegis when crouching"
  200. ##### 0x102E86D8 "PCSet\\Animation\\Rosace\\Action\\Aegis Prone" ---> "Change the coef stretch based on Aegis when proning"
  201. ##### 0x102E86DC "PCSet\\Animation\\Rosace\\Dir\\North Strafe(Normal)" ---> "Pre-Process coef stretch animation for North East - North West (Normal)"
  202. ##### 0x102E86E0 "PCSet\\Animation\\Rosace\\Dir\\North Strafe(Rush)" ---> "Pre-Process coef stretch animation for North East - North West (Rush)"
  203. ##### 0x102E86E4 "PCSet\\Animation\\Rosace\\Dir\\South Strafe" ---> "Pre-Process coef stretch animation for South East - South West"
  204. ##### 0x102E86E8 "PCSet\\Animation\\Rosace\\Dir\\Strafe" ---> "Pre-process coef stretch animation for East / West"
  205. ##### 0x102E86EC "PCSet\\Animation\\Rosace\\Dir\\South" ---> "Pre-process coef stretch animation for South"
  206. ##### 0x102E86F0 "PCSet\\PostFx\\Depth of Field\\Aim iron sight start" ---> "DoF start for aim in iron sight"
  207. ##### 0x102E86F4 "PCSet\\PostFx\\Depth of Field\\Aim iron sight slope" ---> "DoF slope for aim in iron sight"
  208. ##### 0x102E86F8 "PCSet\\PostFx\\Depth of Field\\Cover start" ---> "DoF start for cover"
  209. ##### 0x102E86FC "PCSet\\PostFx\\Depth of Field\\Cover slope" ---> "DoF slope for cover"
  210. ##### 0x102E8700 "PCSet\\PostFx\\Depth of Field\\Peek start" ---> "DoF start for peek"
  211. ##### 0x102E8704 "PCSet\\PostFx\\Depth of Field\\Peek slope" ---> "DoF slope for peek"
  212. ##### 0x102E8708 "PCSet\\PostFx\\Depth of Field\\Default start" ---> "Default DoF start"
  213. ##### 0x102E870C "PCSet\\PostFx\\Depth of Field\\Default slope" ---> "Default DoF slope"
  214. ##### 0x102E8710 "PCSet\\PostFx\\Depth of Field\\Iron sight blend time" ---> "Iron sight Dof blend time"
  215. ##### 0x102E8714 "PCSet\\PostFx\\Depth of Field\\Cover blend time" ---> "Cover Dof blend time"
  216. ##### 0x102E8718 "PCSet\\PostFx\\Depth of Field\\Peek blend time" ---> "Peek Dof blend time"
  217. ##### 0x102E871C "PCSet\\PostFx\\Depth of Field\\KO blend time" ---> "KO Dof blend time"
  218. ##### 0x102E8720 "PCSet\\PostFx\\Depth of Field\\Default blend time" ---> "Default Dof blend time"
  219. ##### 0x102E8724 "PCSet\\PostFx\\Depth of Field\\Cover distance tolerance" ---> "Cover Dof distance tolerance"
  220. ##### 0x102E8728 "PCSet\\Move\\Parameter\\Rush Speed" ---> "Forward rush speed"
  221. ##### 0x102E872C "PCSet\\Move\\Parameter\\Rush crouch scale" ---> "Rush speed gets scaled by this while crouching"
  222. ##### 0x102E8730 "PCSet\\Move\\Parameter\\Strafe scale" ---> "MUST BE <= 1.0 When user moves forward 1 unit, how much should he move to the right/left?"
  223. ##### 0x102E8734 "PCSet\\Move\\Parameter\\Rush Prone Speed" ---> "Minimum speed to trigger rush to prone animation"
  224. ##### 0x102E8738 "PCSet\\Move\\Parameter\\StanceChange Hold time" ---> "How long (in seconds) the stance change button is to be held down for a change (non-tap)"
  225. ##### 0x102E873C "PCSet\\Move\\Max Turn Speed" ---> "Max turning speed of the player (set on the Physics engine)"
  226. ##### 0x102E8740 "PCSet\\Camera\\Parameter\\Aim\\MaxIKVerticalAngle(Stand)" ---> "Maximum vertical angle for the ArmsIK (degree) when standing"
  227. ##### 0x102E8744 "PCSet\\Camera\\Parameter\\Aim\\MaxIKVerticalAngle(Crouch)" ---> "Maximum vertical angle for the ArmsIK (degree) when crouching"
  228. ##### 0x102E8748 "PCSet\\Camera\\Parameter\\Aim\\MaxIKVerticalAngle(Prone)" ---> "Maximum vertical angle for the ArmsIK (degree) when proning"
  229. ##### 0x102E874C "PCSet\\Camera\\Parameter\\Aim\\WeaponRaycastLength" ---> "How far weapon doing raycast checking during weapon firing"
  230. ##### 0x102E8750 "PCSet\\Camera\\Parameter\\Shake\\Grenade\\Radius" ---> "Shake Radius"
  231. ##### 0x102E8754 "PCSet\\Camera\\Parameter\\Shake\\ADS\\ADS Elapsed Threshold" ---> "ADS Elapsed Threshold"
  232. ##### 0x102E8758 "PCSet\\Powers\\ADS\\InCover Extension Offset" ---> "ADS Emitter Position offset after extending when in cover"
  233. ##### 0x102E875C "PCSet\\Powers\\ADS\\Offset to Clear Character Head" ---> "ADS Emitter Position offset to not point at player head"
  234. ##### 0x102E8760 "PCSet\\Powers\\ADS\\Pitch Limit" ---> "ADS Emitter Pitching Limit(Degrees)"
  235. ##### 0x102E8764 "PCSet\\Powers\\ADS\\Victim Reticule Max Size" ---> "The max reticule size for victims of ADS"
  236. ##### 0x102E8768 "PCSet\\Powers\\ADS\\Victim Reticule Expand Delta" ---> "The rate of Expansion of reticule for victims of ADS"
  237. ##### 0x102E876C "PCSet\\Powers\\ADS\\Victim Reticule Return Delta" ---> "The rate of Recovery of reticule for victims of ADS"
  238. ##### 0x102E8770 "PCSet\\Camera\\Parameter\\Fatigue\\Total Time" ---> "Fatigue total time"
  239. ##### 0x102E8774 "PCSet\\Camera\\Parameter\\Fatigue\\Decay Rate" ---> "Fatigue decay rate"
  240. ##### 0x102E8778 "PCSet\\Camera\\Parameter\\Fatigue\\Min" ---> "Fatigue minimum value"
  241. ##### 0x102E877C "PCSet\\Cover\\Generic\\Side Transition Angle" ---> "Angle which cover side changed"
  242. ##### 0x102E8780 "PCSet\\Cover\\Generic\\FireBlock Angle" ---> "Angle which enabled fireblock in cover"
  243. ##### 0x102E8784 "PCSet\\Camera\\Parameter\\IronSight\\NearClip" ---> "NearClip"
  244. ##### 0x102E8788 "PCSet\\Camera\\Parameter\\IronSight\\NearClip_Default" ---> "NearClip Default"
  245. ##### 0x102E878C "PCSet\\Camera\\Parameter\\IronSight\\Transition time" ---> "Time to transition from ironsight to tps camera and vice versa"
  246. ##### 0x102E8790 "PCSet\\Camera\\Parameter\\Occlusion\\FadeStartTime" ---> "How long it takes for the player to start fading"
  247. ##### 0x102E8794 "PCSet\\Camera\\Parameter\\Occlusion\\FadeEndTime" ---> "How long it takes for the player to fade to the maximum"
  248. ##### 0x102E8798 "PCSet\\Camera\\Parameter\\Occlusion\\FadeInRate" ---> "The rate at which the fade timer goes back to zero"
  249. ##### 0x102E879C "PCSet\\Camera\\Parameter\\Occlusion\\FadeExtents" ---> "Radius of the player ( using the head ) when determining occlusion"
  250. ##### 0x102E87A0 "PCSet\\Camera\\Parameter\\Occlusion\\FadeMinOpacity" ---> "Minimum opacity"
  251. ##### 0x102E87A4 "PCSet\\Camera\\Parameter\\Occlusion\\CoverMinOpacity" ---> "The minimum opacity the player fades to when in cover"
  252. ##### 0x102E87A8 "PCSet\\Camera\\Parameter\\Occlusion\\CoverFadeDotProduct" ---> "The dot product value at which the player starts to fade out"
  253. ##### 0x102E87AC "PCSet\\Mouse\\Sensitivity" ---> "Angle to turn (in degrees) per pixel mouse moved"
  254. ##### 0x102E87B0 "PCSet\\CoverJump\\Dynamic\\MaxDistance" ---> "Distance before a wall to jump over."
  255. ##### 0x102E87B4 "PCSet\\CoverJump\\Dynamic\\Max forward speed" ---> "Maximum forward speed of the player while cover jumping"
  256. ##### 0x102E87B8 "PCSet\\CoverJump\\Dynamic\\185cm leap height delta" ---> "How high from the top of the obstacle should the player be before switching to static animation?"
  257. ##### 0x102E87BC "PCSet\\CoverJump\\Dynamic\\185cm leap dist from wall" ---> "How far from the obstacle should the player be before switching to static animation?"
  258. ##### 0x102E87C0 "PCSet\\CoverJump\\Static\\MaxDistance" ---> "Distance before a wall to stand and jump over."
  259. ##### 0x102E87C4 "PCSet\\CoverJump\\Static\\Min Approach Angle Cosine" ---> "Minimum cosinus of the angle between the player direction and cover normal negation to be able to jump over cover"
  260. ##### 0x102E87C8 "PCSet\\CoverJump\\Static\\Distance" ---> "The exact distance from cover the player must be standing (must match animation)"
  261. ##### 0x102E87CC "PCSet\\CoverJump\\85cm wall max height" ---> "Max height of a wall to be considered as <= 85cm."
  262. ##### 0x102E87D0 "PCSet\\CoverJump\\100cm wall max height" ---> "Max height of a wall to be considered as <= 100cm."
  263. ##### 0x102E87D4 "PCSet\\CoverJump\\135cm wall max height" ---> "Max height of a wall to be considered as <= 135cm."
  264. ##### 0x102E87D8 "PCSet\\CoverJump\\185cm wall max height" ---> "Max height of a wall to be considered as <= 185cm."
  265. ##### 0x102E87DC "PCSet\\CoverJump\\50cm wall max thickness" ---> "Max thickness of a wall to be considered as <= 50cm."
  266. ##### 0x102E87E0 "PCSet\\CoverJump\\JumpOver\\Jump Over Max Length" ---> "Maximum length of a cover to jump over it"
  267. ##### 0x102E87E4 "PCSet\\CoverJump\\Climb\\Distance above cover" ---> "Distance above cover player should reach at apex of jump"
  268. ##### 0x102E87E8 "PCSet\\CoverJump\\JumpOver\\Distance above cover" ---> "A fudge factor to make it easy to jump over cover"
  269. ##### 0x102E87EC "PCSet\\CoverJump\\JumpOver velocity" ---> "Velocity along y-axis when jumping over cover"
  270. ##### 0x102E87F0 "PCSet\\CoverJump\\JumpOver\\Z dist" ---> "How far must player fall along z-axis to be considered as falling and jump over?"
  271. ##### 0x102E87F4 "PCSet\\CoverJump\\JumpOver\\50cm Wall Static Jump Over Distance" ---> "How far the player jumps when performing static jumps over <= 50cm thick wall"
  272. ##### 0x102E87F8 "PCSet\\CoverJump\\JumpOver\\150cm Wall Static Jump Over Distance" ---> "How far the player jumps when performing static jumps over > 50cm thick wall"
  273. ##### 0x102E87FC "PCSet\\Jump\\Animation\\Static Climb Wall Animation Stretch 85" ---> "How much to stretch a static climb/jump over a wall of height 85"
  274. ##### 0x102E8800 "PCSet\\Jump\\Animation\\Static Climb Wall Animation Stretch 100" ---> "How much to stretch a static climb/jump over a wall of height 100"
  275. ##### 0x102E8804 "PCSet\\Jump\\Animation\\Static Climb Wall Animation Stretch 135" ---> "How much to stretch a static climb/jump over a wall of height 135"
  276. ##### 0x102E8808 "PCSet\\Jump\\Animation\\Static Climb Wall Animation Stretch 185" ---> "How much to stretch a static climb/jump over a wall of height 185"
  277. ##### 0x102E880C "PCSet\\Jump\\Animation\\Static Jump Over Animation Stretch 85" ---> "How much to stretch a static jump over a wall of 85 height"
  278. ##### 0x102E8810 "PCSet\\Jump\\Animation\\Static Jump Over Animation Stretch 100" ---> "How much to stretch a static jump over a wall of 100 height"
  279. ##### 0x102E8814 "PCSet\\Jump\\Animation\\Static Jump Over Animation Stretch 135" ---> "How much to stretch a static jump over a wall of 135 height"
  280. ##### 0x102E8818 "PCSet\\Jump\\Animation\\Dynamic Jump Wall Animation Stretch" ---> "How much to stretch a dynamic jump"
  281. ##### 0x102E881C "PCSet\\Jump\\Animation\\Dynamic Climb Wall Stretch" ---> "How much to stretch a dynamic climb"
  282. ##### 0x102E8820 "PCSet\\Jump\\Animation\\Jump Landing Animation Stretch" ---> "How much to stretch landing"
  283. ##### 0x102E8824 "PCSet\\Cover\\Generic\\Enter distance" ---> "Distance to detect cover (meters)"
  284. ##### 0x102E8828 "PCSet\\Cover\\Generic\\Enter distance for side" ---> "Distance to detect cover on the side(meters)"
  285. ##### 0x102E882C "PCSet\\Cover\\Generic\\Enter distance for forward when sliding" ---> "Distance to detect cover (meters)"
  286. ##### 0x102E8830 "PCSet\\Cover\\Generic\\Enter distance for side when sliding" ---> "Distance to detect cover on the side when sliding"
  287. ##### 0x102E8834 "PCSet\\Cover\\Generic\\Min Cover Width" ---> "The narrowest cover the player can enter"
  288. ##### 0x102E8838 "PCSet\\Cover\\Generic\\Min cover height" ---> "Height of the shortest cover"
  289. ##### 0x102E883C "PCSet\\Cover\\Generic\\Normal Tolerance" ---> "Dot product for surfaces to be considered the same as the original cover"
  290. ##### 0x102E8840 "PCSet\\Cover\\Generic\\FilterZ Tolerance" ---> "Z value of the normal below which it is considered as valid cover"
  291. ##### 0x102E8844 "PCSet\\Cover\\Generic\\Cover Exit Angle" ---> "How much ( assuming directly sideways is 0 ) the player has to peek before cover is exited"
  292. ##### 0x102E8848 "PCSet\\Weapon\\Damage Factor Player\\Head" ---> "Mul Coeff For Head"
  293. ##### 0x102E884C "PCSet\\Weapon\\Damage Factor Player\\Torso" ---> "Mul Coeff For Torso"
  294. ##### 0x102E8850 "PCSet\\Weapon\\Damage Factor Player\\Legs" ---> "Mul Coeff For Legs"
  295. ##### 0x102E8854 "PCSet\\Weapon\\Damage Factor Player\\Arms" ---> "Mul Coeff For Arms"
  296. ##### 0x102E8858 "PCSet\\Weapon\\Auto Reload" ---> "Weapon auto reload"
  297. ##### 0x102E885C "PCSet\\Weapon\\Max Distance" ---> "Max range the raycast of a bullet."
  298. ##### 0x102E8860 "PCSet\\Powers\\EMP\\Blackout Fadeout percentage" ---> "Percentage of duration where the blackout effect fades out ( 0 to 1 )"
  299. ##### 0x102E8864 "PCSet\\Powers\\EMP\\Overcharge Blackout Time" ---> "Blackout time from overcharging"
  300. ##### 0x102E8868 "PCSet\\Powers\\EMP\\Blackout Death Fade Time" ---> "Time it takes to fade out the blackout on death from a full effect(in seconds)"
  301. ##### 0x102E886C "PCSet\\Powers\\EMP\\Stage2 audio start" ---> "When should stage 2 audio start (relative to EMP start)?"
  302. ##### 0x102E8870 "PCSet\\Powers\\EMP\\Stage3 audio start" ---> "When should stage 3 audio start (relative to EMP end)?"
  303. ##### 0x102E8874 "PCSet\\Powers\\Blitz\\Blitz arm offset" ---> "Offset on arm for blitz shield"
  304. ##### 0x102E8880 "PCSet\\Powers\\Charge Key Delay" ---> "How long ( in seconds ) before a charging power can take input"
  305. ##### 0x102E8884 "PCSet\\Powers\\Activate Key Delay" ---> "How long ( in seconds ) before an activated power can take input"
  306. ##### 0x102E8888 "PCSet\\Powers\\Aegis\\Half coverage angle" ---> "How much protection (half of the angle) is provided by Aegis ( 0 to 180 )"
  307. ##### 0x102E888C "PCSet\\Spotting\\Lvl 1 - On Sight\\Sight Intel duration" ---> "How long the intel stays when spotted on sight."
  308. ##### 0x102E8890 "PCSet\\UI\\Contextual Text\\Jump Over Cover Text Colour" ---> "Colour of text for jumping over cover."
  309. ##### 0x102E8894 "PCSet\\UI\\Contextual Text\\Jump Over Cover Text Position" ---> "Position of text for jumping over cover."
  310. ##### 0x102E88A0 "PCSet\\UI\\Contextual Text\\Kikoo Kick Text Color" ---> "Colour of text for kikoo kicking."
  311. ##### 0x102E88A4 "PCSet\\UI\\Contextual Text\\Kikoo Kick Text Position" ---> "Position of text for kikoo kicking."
  312. ##### 0x102E88B0 "PCSet\\UI\\Contextual Text\\Capture Text Color" ---> "Color of text for capturing."
  313. ##### 0x102E88B4 "PCSet\\UI\\Contextual Text\\Capture Text Position" ---> "Position of text for capturing."
  314. ##### 0x102E88C0 "PCSet\\UI\\Contextual Text\\Heal Ally Text Color" ---> "Color of text for healing allies."
  315. ##### 0x102E88C4 "PCSet\\UI\\Contextual Text\\Heal Ally Text Position" ---> "Position of text for healing allies."
  316. ##### 0x102E88D0 "PCSet\\UI\\Contextual Text\\Climb Ladder Text Color" ---> "Color of text for climing ladder."
  317. ##### 0x102E88D4 "PCSet\\UI\\Contextual Text\\Climb Ladder Text Position" ---> "Position of text for climing ladder."
  318. ##### 0x102E88E0 "PCSet\\UI\\Contextual Text\\Get Up Text Color" ---> "Color of text for 'Get Up'"
  319. ##### 0x102E88E4 "PCSet\\UI\\Contextual Text\\Get Up Text Position" ---> "Position of text for 'Get Up'"
  320. ##### 0x102E88F0 "PCSet\\UI\\Contextual Text\\Heal yourself Text Color" ---> "Color of text for healing yourself"
  321. ##### 0x102E88F4 "PCSet\\UI\\Contextual Text\\Heal yourself Text Position" ---> "Position of text for healing yourself"
  322. ##### 0x102E8900 "PCSet\\UI\\Contextual Text\\Reload Text Color" ---> "Color of text for reloading"
  323. ##### 0x102E8904 "PCSet\\UI\\Contextual Text\\Reload Text Position" ---> "Position of text for reloading"
  324. ##### 0x102E8910 "PCSet\\Slide\\VelocityReductionPerSecond" ---> "When kikkoo slide, this is the linear velocity reduction per second"
  325. ##### 0x102E8914 "PCSet\\Slide\\SquaredVelocityReductionPerSecond" ---> "When kikkoo slide, this is the squared velocity reduction per second"
  326. ##### 0x102E8918 "PCSet\\Slide\\Downslope speedup" ---> "How much going downslope speeds up the player (per second)"
  327. ##### 0x102E891C "PCSet\\Slide\\Upslope speeddown" ---> "How much going upslope slows down the player (per second)"
  328. ##### 0x102E8920 "PCSet\\Slide\\Half to Full Slide Distance" ---> "Distance player must travel before switching from half slide to full slide"
  329. ##### 0x102E8924 "PCSet\\Slide\\Min Speed" ---> "Minimum Speed to start sliding"
  330. ##### 0x102E8928 "PCSet\\Slide\\Max Speed" ---> "Maximum speed at the start of slide"
  331. ##### 0x102E892C "PCSet\\Slide\\Start Speed Multiplier" ---> "Multiplier to the start slide speed"
  332. ##### 0x102E8930 "PCSet\\Slide\\Exit Slide Min Speed" ---> "Speed at which slide is exited"
  333. ##### 0x102E8934 "PCSet\\CCT\\Jump\\Capsule\\Half Length" ---> "Half length of capsule when jumping"
  334. ##### 0x102E8938 "PCSet\\CCT\\Jump\\Capsule\\Radius" ---> "Radius of capsule when jumping"
  335. ##### 0x102E893C "PCSet\\CCT\\Stand\\Capsule\\Half Length" ---> "Half length of capsule when standing"
  336. ##### 0x102E8940 "PCSet\\CCT\\Stand\\Capsule\\Radius" ---> "Radius of capsule when standing"
  337. ##### 0x102E8944 "PCSet\\CCT\\Crouch\\Capsule\\Half Length" ---> "Half length of capsule when crouching"
  338. ##### 0x102E8948 "PCSet\\CCT\\Crouch\\Capsule\\Radius" ---> "Radius of capsule when crouching"
  339. ##### 0x102E894C "PCSet\\CCT\\Prone\\Capsule\\Half Length" ---> "Half Length of capsule when proning"
  340. ##### 0x102E8950 "PCSet\\CCT\\Prone\\Capsule\\Radius" ---> "Radius of capsule when proning"
  341. ##### 0x102E8954 "PCSet\\CCT\\Prone\\Capsule\\Offset Y" ---> "Offset along the y-axis for the capsule"
  342. ##### 0x102E8958 "PCSet\\CCT\\Swap\\Capsule\\Half Length" ---> "Half Length of capsule when swapping"
  343. ##### 0x102E895C "PCSet\\CCT\\Swap\\Capsule\\Radius" ---> "Radius of capsule when swapping"
  344. ##### 0x102E8960 "PCSet\\CCT\\Player\\Mass" ---> "Mass of the player (in kg)"
  345. ##### 0x102E8964 "PCSet\\CCT\\Player\\Falling Fudge Force" ---> "Force to apply when falling and player wants to move (in Newtons)."
  346. ##### 0x102E8968 "PCSet\\CCT\\Player\\Step Height" ---> "<= this value for height means player is not falling"
  347. ##### 0x102E896C "PCSet\\CCT\\Player\\Floor Min Normal Z" ---> ">= this value for colliding with a world plane with this value for z means player is on the floor"
  348. ##### 0x102E8970 "PCSet\\CCT\\World GravityZ" ---> "The world gravity along Z-axis"
  349. ##### 0x102E8974 "PCSet\\CCT\\Player\\Fall max velocity x-y" ---> "Fall max velocity on x-y plane"
  350. ##### 0x102E8978 "PCSet\\CCT\\Player\\Fall Dmg MIN threshold" ---> "Min height of fall damage triggered"
  351. ##### 0x102E897C "PCSet\\CCT\\Player\\Fall Dmg MAX threshold" ---> "Max height of fall damage triggered"
  352. ##### 0x102E8980 "PCSet\\CCT\\PeekStand\\Capsule\\Radius" ---> "Radius of capsule when peeking while standing"
  353. ##### 0x102E8984 "PCSet\\CCT\\PeekStand\\Capsule\\HalfLength" ---> "Half Length of capsule when peeking while standing"
  354. ##### 0x102E8988 "PCSet\\CCT\\PeekCrouch\\Capsule\\Radius" ---> "Radius of capsule when peeking while crouching"
  355. ##### 0x102E898C "PCSet\\CCT\\PeekCrouch\\Capsule\\HalfLength" ---> "Half Length of capsule when peeking while crouching"
  356. ##### 0x102E8990 "PCSet\\CCT\\PeekProne\\Capsule\\Radius" ---> "Radius of capsule when peeking while proning"
  357. ##### 0x102E8994 "PCSet\\CCT\\PeekProne\\Capsule\\Half Length" ---> "Half Length of capsule when peeking while proning"
  358. ##### 0x102E8998 "PCSet\\CCT\\CoverSit\\Capsule\\Radius" ---> "Radius of capsule when sitting in cover"
  359. ##### 0x102E899C "PCSet\\CCT\\CoverSit\\Capsule\\Half Length" ---> "Half Length of capsule when sitting in cover"
  360. ##### 0x102E89A0 "PCSet\\CCT\\PeekProne\\Capsule\\Offset Y" ---> "Offset along the y-axis for the capsule when peeking while proning"
  361. ##### 0x102E89A4 "PCSet\\CCT\\Prone\\SphereCast\\Length" ---> "Length of test for sphere cast at the back of player to decide if player can prone."
  362. ##### 0x102E89A8 "PCSet\\CCT\\Prone\\SphereCast\\Radius Multipler" ---> "Multiplier for prone capsule radius for sphere cast test at the back of player to decide if player can prone."
  363. ##### 0x102E89AC "PCSet\\CCT\\Prone\\SphereCast\\Offset" ---> "Offset from the ref box along y-axis of the player to get the start point of the sphere cast"
  364. ##### 0x102E89B0 "PCSet\\CCT\\Weapon\\Density" ---> "Weapon density"
  365. ##### 0x102E89B4 "PCSet\\CCT\\Weapon\\Linear damping" ---> "Weapon Linear damping"
  366. ##### 0x102E89B8 "PCSet\\CCT\\Weapon\\Angular damping" ---> "Weapon Angular damping"
  367. ##### 0x102E89BC "PCSet\\Reticule\\StandModifier" ---> "Modifier to change the RETICULE when player is STANDING."
  368. ##### 0x102E89C0 "PCSet\\Reticule\\CrouchModifier" ---> "Modifier to change the RETICULE when player is CROUCHING."
  369. ##### 0x102E89C4 "PCSet\\Reticule\\ProneModifier" ---> "Modifier to change the RETICULE when player is PRONING."
  370. ##### 0x102E89C8 "PCSet\\Reticule\\RushModifier" ---> "Modifier to change the RETICULE when player is RUSHING."
  371. ##### 0x102E89CC "PCSet\\Reticule\\Cover_StandModifier" ---> "Modifier to change the RETICULE when player is STANDING IN COVER."
  372. ##### 0x102E89D0 "PCSet\\Reticule\\Cover_CrouchModifier" ---> "Modifier to change the RETICULE when player is CROUCHING IN COVER."
  373. ##### 0x102E89D4 "PCSet\\Reticule\\Cover_SitModifier" ---> "Modifier to change the RETICULE when player is SITIING IN COVER."
  374. ##### 0x102E89D8 "PCSet\\Recoil\\StandModifier" ---> "Modifier to change the RECOIL when player is STANFING."
  375. ##### 0x102E89DC "PCSet\\Recoil\\CrouchModifier" ---> "Modifier to change the RECOIL when player is CROUCHING."
  376. ##### 0x102E89E0 "PCSet\\Recoil\\ProneModifier" ---> "Modifier to change the RECOIL when player is PRONING."
  377. ##### 0x102E89E4 "PCSet\\Recoil\\RushModifier" ---> "Modifier to change the RECOIL when player is RUSHING."
  378. ##### 0x102E89E8 "PCSet\\Recoil\\Cover_StandModifier" ---> "Modifier to change the RECOIL when player is STANDING IN COVER."
  379. ##### 0x102E89EC "PCSet\\Recoil\\Cover_CrouchModifier" ---> "Modifier to change the RECOIL when player is CROUCHING IN COVER."
  380. ##### 0x102E89F0 "PCSet\\Recoil\\Cover_SitModifier" ---> "Modifier to change the RECOIL when player is SITIING IN COVER."
  381. ##### 0x102E89F4 "PCSet\\Sway\\StandModifier" ---> "Modifier to change the SWAY when player is STANDING."
  382. ##### 0x102E89F8 "PCSet\\Sway\\CrouchModifier" ---> "Modifier to change the SWAY when player is CROUCHING."
  383. ##### 0x102E89FC "PCSet\\Sway\\ProneModifier" ---> "Modifier to change the SWAY when player is PRONING."
  384. ##### 0x102E8A00 "PCSet\\Sway\\Cover_StandModifier" ---> "Modifier to change the SWAY when player is STANDING IN COVER."
  385. ##### 0x102E8A04 "PCSet\\Sway\\Cover_CrouchModifier" ---> "Modifier to change the SWAY when player is CROUCHING IN COVER."
  386. ##### 0x102E8A08 "PCSet\\Sway\\Cover_SitModifier" ---> "Modifier to change the SWAY when player is SITTING IN COVER."
  387. ##### 0x102E8A0C "PCSet\\Crazy\\CrazyModifier" ---> "Extra modifier when player is CRAZYYYYYY"
  388. ##### 0x102E8A10 "PCSet\\Spawn\\Invunerability Pulse Speed" ---> "The number of pulse per second."
  389. ##### 0x102E8A14 "PCSet\\Weapon\\Grenade\\ThrowHighPower" ---> "Power of HIGH throwing a grenade"
  390. ##### 0x102E8A18 "PCSet\\Weapon\\Grenade\\ThrowLowPower" ---> "Power of LOW throwing a grenade"
  391. ##### 0x102E8A1C "PCSet\\Weapon\\Grenade\\ThrowHighExtraUpwardsVelocity" ---> "Extra upward velocity when player is doing a high throw."
  392. ##### 0x102E8A28 "PCSet\\Weapon\\Grenade\\ThrowLowPositionOffset" ---> "Position Offset to make the grenade launch lower"
  393. ##### 0x102E8A34 "PCSet\\Weapon\\Grenade\\ProneThrowLowExtraUpwardsVelocity" ---> "Extra upward velocity when player is doing a low throw in prone."
  394. ##### 0x102E8A40 "PCSet\\Weapon\\Grenade\\ProneThrowLowPositionOffset" ---> "Position Offset to make the grenade launch lower in PRONE"
  395. ##### 0x102E8A4C "PCSet\\Prone\\Left Leg Offset" ---> ???
  396. ##### 0x102E8A58 "PCSet\\Prone\\Right Leg Offset" ---> ???
  397. ##### 0x102E8A64 "PCSet\\Prone\\Cast Offset" ---> ???
  398. ##### 0x102E8A70 "PCSet\\Assists\\KillTimer" ---> "Number of seconds before which assists are counted for a player kill"
  399. ##### 0x102E8A74 "PCSet\\Weapon\\KillTimer" ---> "Number of seconds before which assists are counted for a player kill"
  400. ##### 0x102E8A78 "PCSet\\AntiHack\\HeartBeat\\PulseTime" ---> "The time interval to send a pulse to the server"
  401. ##### 0x102E8A7C "PCSet\\AntiHack\\HeartBeat\\ValidTime" ---> "The time allowance for the server to receive a HeartBeat from the player"
  402. ##### 0x102E8A80 "Armor\\TeamColor\\MaterialHead" ---> "Material for TeamColor Highlights Head"
  403. ##### 0x102E8A84 "Armor\\TeamColor\\MaterialBody" ---> "Material for TeamColor Highlights Body"
  404. ##### 0x102E8A88 "Armor\\TeamColor\\MaterialCapPoint" ---> "Material for TeamColor Highlights Capture Point"
  405. ##### 0x102E8A8C "Armor\\TeamColor\\MaterialCapFlag" ---> "Material for TeamColor Highlights Capture Flag"
  406. ##### 0x102E8A90 "Armor\\TeamColor\\ColorFriend" ---> "Friendly Team Color 1"
  407. ##### 0x102E8A9C "Armor\\TeamColor\\ColorFriendEnd" ---> "Friendly Team Color 2"
  408. ##### 0x102E8AA8 "Armor\\TeamColor\\ColorEnemy" ---> "Enemy Team Color 1"
  409. ##### 0x102E8AB4 "Armor\\TeamColor\\ColorEnemyEnd" ---> "Enemy Team Color 2"
  410. ##### 0x102E8AC0 "Power\\HBS_OutlineColor\\ColorFriend" ---> "Friendly Team HBS Outline Color"
  411. ##### 0x102E8ACC "Power\\HBS_OutlineColor\\ColorEnemy" ---> "Enemy Team HBS Outline Color"
  412. ##### 0x102E8AD8 "Armor\\Insert\\OffCombatTimeLastHit" ---> "The time that player did not receive damage and start to regen health."
  413. ##### 0x102E8ADC "Armor\\Insert\\OffCombatTimeLastFire" ---> "The time that player did not fire and start to regen health."
  414. ##### 0x102E8AE0 "Armor\\Insert\\OffCombatCoverMultiplier" ---> "The multiplier for OffCombatTimeLastHit and OffCombatTimeLastFire when the player is in cover.."
  415. ##### 0x102E8AE4 "Armor\\Stats\\HealthRegen_LowPercent" ---> "Constant to determine level of regen before stats for health regen mission kicks in (Low)"
  416. ##### 0x102E8AE8 "Armor\\Stats\\HealthRegen_MidPercent" ---> "Constant to determine level of regen before stats for health regen mission kicks in (Mid)"
  417. ##### 0x102E8AEC "Armor\\Stats\\HealthRegen_HighPercent" ---> "Constant to determine level of regen before stats for health regen mission kicks in (High)"
  418. ##### 0x102E8AF0 "Power\\EMP\\BackpackSFX_FadeInSpeed" ---> "Speed of fadein of EMP backpack sfx"
  419. ##### 0x102E8AF4 "Power\\EMP\\BackpackSFX_FadeOutSpeed" ---> "Speed of fadeout of EMP backpack sfx"
  420. ##### 0x102E8AF8 "Power\\EMP\\BackpackSFX_ChargeSpeed" ---> "Speed of charging of EMP backpack sfx"
  421. ##### 0x102E8AFC "Power\\Aegis\\BackpackSFX_ChargeDuration" ---> "Time taken for the charge material param to hit max"
  422. ##### 0x102E8B00 "Power\\Aegis\\BackpackSFX_StayDuration" ---> "Time taken for the charge material param to stay at max"
  423. ##### 0x102E8B04 "Power\\Aegis\\BackpackSFX_DeployedSpeed" ---> "Speed of material param of Aegis backpack sfx at deployed state"
  424. ##### 0x102E8B08 "Power\\Aegis\\BackpackSFX_OuterGlowSpeed" ---> "Speed of outer glow param of Aegis backpack sfx"
  425. ##### 0x102E8B0C "Power\\Blitz\\SkeletonSFX_ChargeDuration" ---> "Time taken for the exoskeleton charge material param to hit max"
  426. ##### 0x102E8BE8 "Aim\\Fix\\Adversarial\\Weapon Rot\\IronSight\\Offset Factor" ---> "Factor on Rotation offset on weapon (visual effect)"
  427. ##### 0x102E8BEC "Aim\\Fix\\Adversarial\\Weapon Rot\\IronSight\\Smooth Factor" ---> "Smooth on Rotation offset on weapon (visual effect)"
  428. ##### 0x102E9018 "Camera\\Adversarial\\Parameter\\Bump\\Player\\FadeIn" ---> "Fade in duration (second)"
  429. ##### 0x102E901C "Attack\\Bump Kick\\1 - Front Distance" ---> "[ANIMATION] distance for front bump kick (m)"
  430. ##### 0x102E9020 "Attack\\Bump Kick\\2 - Back Distance" ---> "[ANIMATION] distance for back bump kick (m)"
  431. ##### 0x102E9024 "Attack\\Bump Kick\\3 - Right Distance" ---> "[ANIMATION] distance for bump kick on right (m)"
  432. ##### 0x102E9028 "Attack\\Bump Kick\\4 - Left Distance" ---> "[ANIMATION] distance for bump kick on left (m)"
  433. ##### 0x102E9370 "Weapon\\HeadShot\\Max Distance AssaultRifle" ---> "max Distance to allow Head shot"
  434. ##### 0x102E9374 "Weapon\\HeadShot\\Max Distance HandGun" ---> "max Distance to allow Head shot"
  435. ##### 0x102E9378 "Weapon\\HeadShot\\Max Distance MachineGun" ---> "max Distance to allow Head shot"
  436. ##### 0x102E937C "Weapon\\HeadShot\\Max Distance SubMachineGun" ---> "max Distance to allow Head shot"
  437. ##### 0x102E9380 "Weapon\\HeadShot\\Max Distance SniperRiffle" ---> "max Distance to allow Head shot"
  438. ##### 0x102E9384 "Weapon\\HeadShot\\Max Distance ShotGun" ---> "max Distance to allow Head shot"
  439. ##### 0x102E9388 "Weapon\\HeadShot\\Max Distance Canon" ---> "max Distance to allow Head shot"
  440. ##### 0x102E938C "Weapon\\HeadShot\\Max Distance FixedMachineGun" ---> "max Distance to allow Head shot"
  441. ##### 0x102E9390 "Sound\\Footsteps\\Timer" ---> "Timer for decrease"
  442. ##### 0x102E9394 "Sound\\Footsteps\\Final decrease Value" ---> &"733}"
  443. ##### 0x102E9398 "Sound\\Footsteps\\Decrease Time" ---> "Duration for decrease"
  444. ##### 0x102E939C "Sound\\Footsteps\\Intensity Variation" ---> "Intensity variation to hear the spluff sound"
  445. ##### 0x102E93A0 "Adversarial\\Player\\Instant Kill Time" ---> "Time max for 2 kills to be instantaneous"
  446. ##### 0x102E93A4 "Adversarial\\Player\\Kills In a Row" ---> "Number of kills to trigger the event xKillsInaRow"
  447. ##### 0x102E93A8 "Adversarial\\Player\\Medic Event\\People Healed" ---> "Number of people to heal"
  448. ##### 0x102E93AC "Adversarial\\Player\\Medic Event\\Total Delay" ---> "Delay to heal X people"
  449. ##### 0x102E93B0 "Weapon\\MixBehindCover\\PlayFadeDuration " ---> "Mix parameters"
  450. ##### 0x102E93B4 "Weapon\\MixBehindCover\\PlayFadeType " ---> "Mix parameters"
  451. ##### 0x102E93B8 "Weapon\\MixBehindCover\\MixDuration " ---> "Mix parameters"
  452. ##### 0x102E93BC "Weapon\\MixBehindCover\\StopFadeDuration " ---> "Mix parameters"
  453. ##### 0x102E93C0 "Weapon\\MixBehindCover\\StopFadeType " ---> "Mix parameters"
  454. ##### 0x1069802C "Animation\\Tweak\\Stretch Squad" ---> "Squad rosace stretch coeficient (1.0 for real animation)"
  455. ##### 0x10698030 "Animation\\Tweak\\Stretch Cover left" ---> "Cover left stretch coeficient (1.0 for real animation)"
  456. ##### 0x10698034 "Animation\\Tweak\\Stretch Cover right" ---> "Cover right stretch coeficient (1.0 for real animation)"
  457. ##### 0x10698038 "Animation\\Tweak\\Stretch rush" ---> "Rush stretch coeficient (1.0 for real animation)"
  458. ##### 0x1069803C "Animation\\Tweak\\Stretch Incapacited" ---> "incapacited rosace stretch coeficient (1.0 for real animation)"
  459. ##### 0x10698040 "Animation\\Tweak\\Stretch CoverGoToEnter" ---> "1.0 if for 0.46s"
  460. ##### 0x10698044 "Animation\\Tweak\\Stretch CoverEnter" ---> "1.0 if for 0.5s"
  461. ##### 0x10698048 "Animation\\Tweak\\Stretch CoverFastEnter" ---> "1.0 if for 0.5s"
  462. ##### 0x1069804C "Animation\\Tweak\\Stretch CoverPeek" ---> "1.0 if for 0.36s"
  463. ##### 0x10698050 "Animation\\Tweak\\Stretch CoverPeekUp" ---> "1.0 if for 0.36s"
  464. ##### 0x10698054 "Animation\\Tweak\\Stretch CoverSwap" ---> "1.0 if for 0.36s"
  465. ##### 0x10698058 "Animation\\Tweak\\Stretch CoverShoot" ---> "1.0 if for 0.60s"
  466. ##### 0x1069805C "Animation\\Tweak\\Stretch CoverShootUp" ---> "1.0 if for 0.60s"
  467. ##### 0x10698060 "Animation\\Tweak\\Stretch Prone" ---> "Prone rosace stretch coeficient (1.0 for real animation)"
  468. ##### 0x10698064 "Animation\\Tweak\\Stretch Ladder Climb" ---> "Climb ladder stretch coeficient (1.0 for real animation)"
  469. ##### 0x10698068 "Animation\\Tweak\\Stretch Ridge C09 Rosace" ---> "Climb ladder stretch coeficient (1.0 for real animation)"
  470. ##### 0x1069806C "Animation\\Max Speed" ---> "Maximum speed when rushing"
  471. ##### 0x10698094 "Animation\\Rush\\BlendIn" ---> "Time to blend into the rush animation."
  472. ##### 0x10698098 "Animation\\Rush\\BlendOut" ---> "Time to blend out of the rush animation."
  473. ##### 0x1069809C "Perks\\1\\Prone Boost\\Coeff Speed" ---> "Prone Boost Stretch Anim"
  474. ##### 0x106980A0 "Perks\\1\\Prone Boost\\Coeff Speed Rush" ---> "Prone Boost Stretch Anim Rush"
  475. ##### 0x106980A8 "DO NOT TOUCH\\Anim\\Debug\\Intensity speed" ---> "You don't touch! You don't need to knwon what is it for!"
  476. ##### 0x106980AC "DO NOT TOUCH\\Anim\\Debug\\Direction speed" ---> "You don't touch! You don't need to knwon what is it for!"
  477. ##### 0x106980B0 "DO NOT TOUCH\\Anim\\Debug\\Time limit" ---> "You don't touch! You don't need to knwon what is it for!"
  478. ##### 0x1069B0E8 "Cover\\UI\\UIFadeSpeed" ---> "Cover UI fade speed"
  479. ##### 0x1069B11C "PC_HUD\\Buff\\BloackoutTime" ---> "Duration to show blackout effect"
  480. ##### 0x1069B120 "PC_HUD\\Hit\\DirMinTime" ---> "Min duration to show dir hit feedback"
  481. ##### 0x1069B124 "PC_HUD\\Hit\\DirMaxTime" ---> "Max duration to show dir hit feedback"
  482. ##### 0x1069B128 "PC_HUD\\HP\\LowHPThreshold" ---> "Low HP threshold in percentage"
  483. ##### 0x1069B12C "PC_HUD\\HP\\FriendNameFadeOutTime" ---> "Duration to show friend name before it fades out"
  484. ##### 0x1069D0B8 "PC_HUD\\Weapon\\LowAmmoThreshold" ---> "Low HP threshold in percentage"
  485. ##### 0x1069DA54 "Armor\\Base Armor\\Commando" ---> "Base Commando Damage Mitigation"
  486. ##### 0x1069DA58 "Armor\\Base Armor\\Recon" ---> "Base Recon Damage Mitigation"
  487. ##### 0x1069DA5C "Armor\\Base Armor\\Engineer" ---> "Base Engineer Damage Mitigation"
  488. ##### 0x1069DE58 "Intel\\TacticalMap\\Pitch" ---> "Camera pitch"
  489. ##### 0x1069DE5C "Intel\\TacticalMap\\VerticalOffset" ---> "Camera vertical offset to screen center"
  490. ##### 0x1069DE60 "Intel\\TacticalMap\\Zoom" ---> "Camera zoom"
  491. ##### 0x1069DE64 "Intel\\TacticalMap\\Zoom_Top" ---> "Camera zoom in top view"
  492. ##### 0x1069DE68 "Intel\\TacticalMap\\MaxDeltaYaw" ---> "Max delta angle for camera to catch up"
  493. ##### 0x1069DE6C "Intel\\TacticalMap\\YawSpeed" ---> "Max camera catch up speed"
  494. ##### 0x1069DFC8 "_Debug\\tmp" ---> ???
  495. ##### 0x1069DFCC "Aim\\Fix\\Campaign\\Weapon Rot\\IronSight\\Offset Factor" ---> "Factor on Rotation offset on weapon (visual effect)"
  496. ##### 0x1069DFD0 "Aim\\Fix\\Campaign\\Weapon Rot\\IronSight\\Smooth Factor" ---> "Smooth on Rotation offset on weapon (visual effect)"
  497. ##### 0x1069E024 "Cover\\Generic\\01 - Enter max distance" ---> "Distance to detect cover from walk (alter by curve) (meters)"
  498. ##### 0x1069E028 "Cover\\Generic\\02 - Enter distance Rush" ---> "Distance to detect cover from rush (meters)"
  499. ##### 0x1069E02C "Cover\\Generic\\07 - Enter side : dist from peek" ---> "Distance from peek to detect side (meters)"
  500. ##### 0x1069E030 "Cover\\Generic\\10 - Dist From Corner" ---> "Dist Corner<->CoverPos (meters)"
  501. ##### 0x1069E034 "Cover\\Generic\\11 - Deceleration Limit" ---> "Auto Slow Near Corner (meters)"
  502. ##### 0x1069E038 "Cover\\Generic\\12 - Corner snap distance" ---> "Distance to autosnap to corner (meters)"
  503. ##### 0x1069E03C "Cover\\Input\\2 - Intensity Min Value" ---> "Intensity Min (0..1)"
  504. ##### 0x1069E040 "Cover\\CornerShoot\\2 - Dist From Wall_" ---> "Dist Wall<->ShootPos (meters)"
  505. ##### 0x1069E044 "Cover\\CornerShoot\\3 - Duration " ---> "Mvt Duration (sec)"
  506. ##### 0x1069E048 "Cover\\CoverSwap\\01 - Min Distance" ---> "Min Detection Distance (meters)"
  507. ##### 0x1069E04C "Cover\\CoverSwap\\02 - Max Distance" ---> "Max Detection Distance (meters)"
  508. ##### 0x1069E050 "Cover\\CoverSwap\\04 - Max Angle" ---> "Max Detection Angle (degrees)"
  509. ##### 0x1069E054 "Cover\\CoverSwap\\05 - Max Gradient" ---> "Max height change (meters)"
  510. ##### 0x1069E058 "Cover\\CoverSwap\\08 - Up Quadrant Width" ---> "Up quadrant width (meters)"
  511. ##### 0x1069E05C "Cover\\CoverSwap\\09 - Diagoanal quadrant detection angle" ---> "Diagonal quadrant detection angle (degrees)"
  512. ##### 0x1069E060 "Cover\\CoverSwap\\10 - Side quadrant detection angle" ---> "Side quadrant detection angle (degrees)"
  513. ##### 0x1069E064 "Cover\\CoverSwap\\11 - Up quadrant peek offset" ---> "Up quadrant peek offset (meters)"
  514. ##### 0x1069E068 "PCSet\\Cover\\Generic\\Camera Angle Tolerance" ---> "Tolerance angle after 90 degs before player starts moving backwards"
  515. ##### 0x1069E06C "_Debug\\Camera\\Angle Tolerance (no orientation => exit)" ---> &"733}"
  516. ##### 0x1069E088 "Xps\\Values\\Down" ---> "XP for Down"
  517. ##### 0x1069E08C "Xps\\Values\\Kill" ---> "XP for Kill"
  518. ##### 0x1069E090 "Xps\\Values\\Heal" ---> "XP for Heal"
  519. ##### 0x1069E094 "Xps\\Values\\Intel" ---> "XP for Intel"
  520. ##### 0x1069E098 "Xps\\Values\\Capture" ---> "XP for Capture"
  521. ##### 0x1069E09C "Xps\\Values\\Died" ---> "XP for Died"
  522. ##### 0x1069E0A0 "PostFx\\Depth of Field\\Aim iron sight start" ---> "DoF start for aim in iron sight"
  523. ##### 0x1069E0A4 "PostFx\\Depth of Field\\Aim iron sight slope" ---> "DoF slope for aim in iron sight"
  524. ##### 0x1069E0A8 "PostFx\\Depth of Field\\Cover start" ---> "DoF start for cover"
  525. ##### 0x1069E0AC "PostFx\\Depth of Field\\Cover slope" ---> "DoF slope for cover"
  526. ##### 0x1069E0B0 "PostFx\\Depth of Field\\Blind fire start" ---> "DoF start for blind fire"
  527. ##### 0x1069E0B4 "PostFx\\Depth of Field\\Blind fire slope" ---> "DoF slope for blind fire"
  528. ##### 0x1069E0B8 "PostFx\\Depth of Field\\Peek start" ---> "DoF start for peek"
  529. ##### 0x1069E0BC "PostFx\\Depth of Field\\Peek slope" ---> "DoF slope for peek"
  530. ##### 0x1069E0C0 "PostFx\\Depth of Field\\Default start" ---> "Default DoF start"
  531. ##### 0x1069E0C4 "PostFx\\Depth of Field\\Default slope" ---> "Default DoF slope"
  532. ##### 0x106A67D8 "_Debug\\SaveNavShape" ---> "1 : the navshape will be saved at the beginning of the map (for GameMoviePlayer)."
  533. ##### 0x106CC318 "Adversarial\\Waiting\\Duration" ---> "Warmup time (sec)"
  534. ##### 0x106CCFCC "Sound\\Dare Studio Objects\\MultiLayer Graph Parameters\\Graph_Parameter_0_100" ---> "ID of DareStudio MultiLayer Graph Parameter : Graph_Parameter_0_100"
  535. ##### 0x106CCFD0 "Sound\\Dare Studio Objects\\Switch Types\\Switch_Sound_Material" ---> "ID of DareStudio Switch Type : Switch_Sound_Material"
  536. ##### 0x106CE550 "RA\\Voices\\Subtitles\\Enable" ---> "Enable subtitles display"
  537. ##### 0x106CE554 "Voices\\DynamicBank_Index\\Enemies\\Nb_EnemyFemale" ---> "Number of female enemy banks"
  538. ##### 0x106CE558 "Voices\\DynamicBank_Index\\Civilians\\Nb_CivilianFemale" ---> "Number of female civilian banks"
  539. ##### 0x106CE55C "Voices\\Debug On" ---> "Voices Debug"
  540. ##### 0x106D88A0 "PCSet\\Animation\\Tweak\\Cover Entry Time" ---> "How long it takes to enter cover (0 or negative to indicate original time)"
  541. ##### 0x106D88A4 "PCSet\\Animation\\Tweak\\Cover Exit Time" ---> "How long it takes to exit cover (0 or negative to indicate original time)"
  542. ##### 0x106D88A8 "PCSet\\Camera\\Parameter\\Fatigue\\Tolerance Time" ---> "Fatigue tolerance time before counting"
  543. ##### 0x106D88AC "PCSet\\CoverJump\\Minimum wall length of an obstacle to be climbable" ---> "Below this length and the wall cannot be climbed"
  544. ##### 0x106D88B0 "PCSet\\Powers\\Enable blackout chance test" ---> "Do the probability test for blackout [1: true, 0: false]?"
  545. ##### 0x106D88B4 "PCSet\\Powers\\Enable blackout mastery?" ---> "[1 : true, 0: false]"
  546. ##### 0x106D88B8 "PCSet\\Spawn\\Invunerability Time" ---> "How long the player stays invunerable after spawn"
  547. ##### 0x106D88BC "Armor\\TeamColor\\ColorOff" ---> "No Team Color"
  548. ##### 0x106D88C8 "Armor\\TeamColor\\ColorDead" ---> "Dead Team Color"
  549. ##### 0x1071C878 "_Debug\\HeadShot Only In IronSight" ---> "player can only do head shot in ironsight"
  550. ##### 0x1072A0C8 "DO NOT TOUCH\\Anim\\Debug\\Force mode" ---> "You don't touch! You don't need to knwon what is it for!"
  551. ##### 0x1072A0CC "DO NOT TOUCH\\Anim\\Debug\\Direction" ---> "You don't touch! You don't need to knwon what is it for!"
  552. ##### 0x1072A0D0 "DO NOT TOUCH\\Anim\\Debug\\Intensity" ---> "You don't touch! You don't need to knwon what is it for!"
  553. ##### 0x1072A0D4 "DO NOT TOUCH\\Anim\\Debug\\Draw dir and speed" ---> "You don't touch! You don't need to knwon what is it for!"
  554. ##### 0x1072C248 "RA\\Hide All RA " ---> "Hide or Not all RA"
  555. ##### 0x1072FD00 "Intel\\TacticalMap\\Roll" ---> "Camera roll"
  556. ##### 0x1072FD04 "Intel\\TacticalMap\\HorizontalOffset" ---> "Camera horizontal offset to screen center"
  557. ##### 0x1072FD08 "Intel\\TacticalMap\\VerticalOffset_Top" ---> "Camera vertical offset to screen center in top view"
  558. ##### 0x1072FD0C "Intel\\TacticalMap\\HorizontalOffset_Top" ---> "Camera horizontal offset to screen center in top view"
  559. ##### 0x10733390 "Cover\\CoverSwap\\12 - Up quadrant activation" ---> "Up quadrant activation"
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