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  1. #region Assembly Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
  2. // C:\Users\Bryan\Desktop\EmuTarkov\Assembly\EmuLib\References\Assembly-CSharp.dll
  3. #endregion
  4.  
  5. using System.Collections.Generic;
  6. using EFT;
  7. using UnityEngine;
  8. using UnityEngine.Profiling;
  9.  
  10. public class GClass408
  11. {
  12. public string BackendUrl;
  13. public LogConfig Log;
  14. public bool NoLootForLocalGame;
  15. public float DelayToOpenContainer;
  16. public float CorpseSyncThreshold;
  17. public NetworkConfig Network;
  18. public PhysicsSettings Physics;
  19. public bool CollapseMovement;
  20. public CharacterControllerSettings CharacterController;
  21. public int SingleFixedUpdatesMeasurerCountForAVG;
  22. public float MaximumDeltaTime;
  23. public bool UseSpiritHack;
  24. public bool ShowSpiritImage;
  25. public bool LogWhenShaderIsCompiled;
  26. public ProfilingSettings Profiling;
  27. public int QualitySettingsAsyncUploadBufferSize;
  28. public string Version;
  29. public string BuildVersion;
  30. public int HeapPreAllocationMBs;
  31. public PoolsSettings Pools;
  32. public int TargetFrameRate;
  33. public bool ResetSettings;
  34. public bool LocalGame;
  35. public bool UseHandsFastAnimator;
  36. public bool DevelopMode;
  37. public float FixedFrameRate;
  38. public int QualitySettingsAsyncUploadTimeSlice;
  39. public bool UseSpiritPlayer;
  40.  
  41. public GClass408();
  42.  
  43. public bool PatchConfig(string json);
  44.  
  45. public class NetworkConfig
  46. {
  47. public int FrameDiffForCorruptedTrigger;
  48.  
  49. public NetworkConfig();
  50. }
  51. public class PoolsSettings
  52. {
  53. public int AmmoPoolSize;
  54. public int WeaponsPoolSize;
  55. public int MagsPoolSize;
  56. public int ItemsPoolSize;
  57. public int PlayersPoolSize;
  58. public Dictionary<ResourceType, int> AutoMaintainMinPoolSize;
  59. public int FreeFrameTimeWindow;
  60. public int AvgTimeBufferSize;
  61. public float MaxAvgFrameLoad;
  62. public bool ContinuationProfilerEnabled;
  63.  
  64. public PoolsSettings();
  65. }
  66. public class ProfilingSettings
  67. {
  68. public bool EnableInGameSpikeAnalyzer;
  69. public bool SkipInventory;
  70. public GClass339.DetectType DetectType;
  71. public float TriggerTime;
  72. public int FramesCountPerFile;
  73. public string WorkingDirectory;
  74. public ProfilerArea[] ProfilingAreas;
  75.  
  76. public ProfilingSettings();
  77. }
  78. public class CharacterControllerSettings
  79. {
  80. public CharacterControllerSpawner.Mode ObservedPlayerMode;
  81. public CharacterControllerSpawner.Mode ClientPlayerMode;
  82.  
  83. public CharacterControllerSettings();
  84. }
  85. public class PhysicsSettings
  86. {
  87. public bool OverrideMBPSettings;
  88. public Bounds OverrideMBPBounds;
  89. public int OverrideMBPSubdivisions;
  90. public bool ManualUpdate;
  91. public GClass368.GStruct22 CullingForLoot;
  92. public GClass368.GStruct22 CullingForGrenade;
  93.  
  94. public PhysicsSettings();
  95. }
  96. public class LogConfig
  97. {
  98. public bool UnityDebugLogsEnabled;
  99. public bool DisableAllLogs;
  100. public bool LogFps;
  101. public bool LogCriticalFps;
  102. public bool LogCpuSpikes;
  103. public float LogCpuSpikesThreshold;
  104.  
  105. public LogConfig();
  106. }
  107. }
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