West14_CR2W2JSON/WolvenKit.RED4.CR2W/Types/cp77/ReactionManagerComponent.cs
using WolvenKit.RED4.CR2W.Reflection;
using FastMember;
using static WolvenKit.RED4.CR2W.Types.Enums;

namespace WolvenKit.RED4.CR2W.Types
{
	[REDMeta]
	public class ReactionManagerComponent : gameScriptableComponent
	{
		[Ordinal(5)] [RED("activeReaction")] public CHandle<AIReactionData> ActiveReaction { get; set; }
		[Ordinal(6)] [RED("desiredReaction")] public CHandle<AIReactionData> DesiredReaction { get; set; }
		[Ordinal(7)] [RED("stimuliCache")] public CArray<CHandle<senseStimuliEvent>> StimuliCache { get; set; }
		[Ordinal(8)] [RED("reactionCache")] public CArray<CHandle<AIReactionData>> ReactionCache { get; set; }
		[Ordinal(9)] [RED("reactionPreset")] public CHandle<gamedataReactionPreset_Record> ReactionPreset { get; set; }
		[Ordinal(10)] [RED("puppetReactionBlackboard")] public CHandle<gameIBlackboard> PuppetReactionBlackboard { get; set; }
		[Ordinal(11)] [RED("receivedStimType")] public CEnum<gamedataStimType> ReceivedStimType { get; set; }
		[Ordinal(12)] [RED("inCrowd")] public CBool InCrowd { get; set; }
		[Ordinal(13)] [RED("inTrafficLane")] public CBool InTrafficLane { get; set; }
		[Ordinal(14)] [RED("desiredFearPhase")] public CInt32 DesiredFearPhase { get; set; }
		[Ordinal(15)] [RED("previousFearPhase")] public CInt32 PreviousFearPhase { get; set; }
		[Ordinal(16)] [RED("NPCRadius")] public CFloat NPCRadius { get; set; }
		[Ordinal(17)] [RED("bumpTriggerDistanceBufferMounted")] public CFloat BumpTriggerDistanceBufferMounted { get; set; }
		[Ordinal(18)] [RED("bumpTriggerDistanceBufferCrouched")] public CFloat BumpTriggerDistanceBufferCrouched { get; set; }
		[Ordinal(19)] [RED("delayReactionEventID")] public gameDelayID DelayReactionEventID { get; set; }
		[Ordinal(20)] [RED("delay")] public Vector2 Delay { get; set; }
		[Ordinal(21)] [RED("delayDetectionEventID")] public gameDelayID DelayDetectionEventID { get; set; }
		[Ordinal(22)] [RED("delayStimEventID")] public gameDelayID DelayStimEventID { get; set; }
		[Ordinal(23)] [RED("resetReactionDataID")] public gameDelayID ResetReactionDataID { get; set; }
		[Ordinal(24)] [RED("callingPoliceID")] public gameDelayID CallingPoliceID { get; set; }
		[Ordinal(25)] [RED("lookatEvent")] public CHandle<entLookAtAddEvent> LookatEvent { get; set; }
		[Ordinal(26)] [RED("ignoreList")] public CArray<entEntityID> IgnoreList { get; set; }
		[Ordinal(27)] [RED("investigationList")] public CArray<StimEventData> InvestigationList { get; set; }
		[Ordinal(28)] [RED("pendingReaction")] public CHandle<AIReactionData> PendingReaction { get; set; }
		[Ordinal(29)] [RED("ovefloodCooldown")] public CFloat OvefloodCooldown { get; set; }
		[Ordinal(30)] [RED("stanceState")] public CEnum<gamedataNPCStanceState> StanceState { get; set; }
		[Ordinal(31)] [RED("highLevelState")] public CEnum<gamedataNPCHighLevelState> HighLevelState { get; set; }
		[Ordinal(32)] [RED("aiRole")] public CEnum<EAIRole> AiRole { get; set; }
		[Ordinal(33)] [RED("pendingBehaviorCb")] public CUInt32 PendingBehaviorCb { get; set; }
		[Ordinal(34)] [RED("inPendingBehavior")] public CBool InPendingBehavior { get; set; }
		[Ordinal(35)] [RED("cacheSecuritySysOutput")] public CHandle<SecuritySystemOutput> CacheSecuritySysOutput { get; set; }
		[Ordinal(36)] [RED("environmentalHazards")] public CArray<CHandle<senseStimuliEvent>> EnvironmentalHazards { get; set; }
		[Ordinal(37)] [RED("environmentalHazardsDelayIDs")] public CArray<gameDelayID> EnvironmentalHazardsDelayIDs { get; set; }
		[Ordinal(38)] [RED("stolenVehicle")] public wCHandle<vehicleBaseObject> StolenVehicle { get; set; }
		[Ordinal(39)] [RED("isAlertedByDeadBody")] public CBool IsAlertedByDeadBody { get; set; }
		[Ordinal(40)] [RED("isInCrosswalk")] public CBool IsInCrosswalk { get; set; }
		[Ordinal(41)] [RED("owner_id")] public entEntityID Owner_id { get; set; }
		[Ordinal(42)] [RED("presetName")] public CName PresetName { get; set; }
		[Ordinal(43)] [RED("inProcess")] public CBool InProcess { get; set; }
		[Ordinal(44)] [RED("updateByActive")] public CBool UpdateByActive { get; set; }
		[Ordinal(45)] [RED("personalities")] public CArray<CEnum<gamedataStatType>> Personalities { get; set; }
		[Ordinal(46)] [RED("workspotReactionPlayed")] public CBool WorkspotReactionPlayed { get; set; }
		[Ordinal(47)] [RED("inReactionSequence")] public CBool InReactionSequence { get; set; }
		[Ordinal(48)] [RED("playerProximity")] public CBool PlayerProximity { get; set; }
		[Ordinal(49)] [RED("fearToIdleDistance")] public Vector2 FearToIdleDistance { get; set; }
		[Ordinal(50)] [RED("exitWorkspotAim")] public Vector2 ExitWorkspotAim { get; set; }
		[Ordinal(51)] [RED("bumpedRecently")] public CInt32 BumpedRecently { get; set; }
		[Ordinal(52)] [RED("bumpTimestamp")] public CFloat BumpTimestamp { get; set; }
		[Ordinal(53)] [RED("bumpReactionInProgress")] public CBool BumpReactionInProgress { get; set; }
		[Ordinal(54)] [RED("crowdAimingReactionDistance")] public CFloat CrowdAimingReactionDistance { get; set; }
		[Ordinal(55)] [RED("fearInPlaceAroundDistance")] public CFloat FearInPlaceAroundDistance { get; set; }
		[Ordinal(56)] [RED("lookatRepeat")] public CBool LookatRepeat { get; set; }
		[Ordinal(57)] [RED("disturbingComfortZoneInProgress")] public CBool DisturbingComfortZoneInProgress { get; set; }
		[Ordinal(58)] [RED("entereProximityRecently")] public CInt32 EntereProximityRecently { get; set; }
		[Ordinal(59)] [RED("comfortZoneTimestamp")] public CFloat ComfortZoneTimestamp { get; set; }
		[Ordinal(60)] [RED("disturbComfortZoneEventId")] public gameDelayID DisturbComfortZoneEventId { get; set; }
		[Ordinal(61)] [RED("checkComfortZoneEventId")] public gameDelayID CheckComfortZoneEventId { get; set; }
		[Ordinal(62)] [RED("spreadingFearEventId")] public gameDelayID SpreadingFearEventId { get; set; }
		[Ordinal(63)] [RED("proximityLookatEventId")] public gameDelayID ProximityLookatEventId { get; set; }
		[Ordinal(64)] [RED("resetFacialEventId")] public gameDelayID ResetFacialEventId { get; set; }
		[Ordinal(65)] [RED("exitWorkspotSequenceEventId")] public gameDelayID ExitWorkspotSequenceEventId { get; set; }
		[Ordinal(66)] [RED("fastWalk")] public CBool FastWalk { get; set; }
		[Ordinal(67)] [RED("createThreshold")] public CBool CreateThreshold { get; set; }
		[Ordinal(68)] [RED("initialized")] public CBool Initialized { get; set; }
		[Ordinal(69)] [RED("initCrowd")] public CBool InitCrowd { get; set; }
		[Ordinal(70)] [RED("facialCooldown")] public CFloat FacialCooldown { get; set; }
		[Ordinal(71)] [RED("disturbComfortZoneAggressiveEventId")] public gameDelayID DisturbComfortZoneAggressiveEventId { get; set; }
		[Ordinal(72)] [RED("backOffInProgress")] public CBool BackOffInProgress { get; set; }
		[Ordinal(73)] [RED("backOffTimestamp")] public CFloat BackOffTimestamp { get; set; }
		[Ordinal(74)] [RED("crowdFearStage")] public CEnum<gameFearStage> CrowdFearStage { get; set; }
		[Ordinal(75)] [RED("fearLocomotionWrapper")] public CBool FearLocomotionWrapper { get; set; }
		[Ordinal(76)] [RED("successfulFearDeescalation")] public CFloat SuccessfulFearDeescalation { get; set; }
		[Ordinal(77)] [RED("willingToCallPolice")] public CBool WillingToCallPolice { get; set; }
		[Ordinal(78)] [RED("deadBodyInvestigators")] public CArray<entEntityID> DeadBodyInvestigators { get; set; }
		[Ordinal(79)] [RED("deadBodyStartingPosition")] public Vector4 DeadBodyStartingPosition { get; set; }
		[Ordinal(80)] [RED("currentStimThresholdValue")] public CInt32 CurrentStimThresholdValue { get; set; }
		[Ordinal(81)] [RED("timeStampThreshold")] public CFloat TimeStampThreshold { get; set; }
		[Ordinal(82)] [RED("currentStealthStimThresholdValue")] public CInt32 CurrentStealthStimThresholdValue { get; set; }
		[Ordinal(83)] [RED("stealthTimeStampThreshold")] public CFloat StealthTimeStampThreshold { get; set; }

		public ReactionManagerComponent(CR2WFile cr2w, CVariable parent, string name) : base(cr2w, parent, name) { }
	}
}
