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

namespace WolvenKit.RED4.CR2W.Types
{
	[REDMeta]
	public class WeaponPositionComponent : gameScriptableComponent
	{
		[Ordinal(5)] [RED("playerPuppet")] public wCHandle<PlayerPuppet> PlayerPuppet { get; set; }
		[Ordinal(6)] [RED("tweakPoseState")] public CEnum<TweakWeaponPose> TweakPoseState { get; set; }
		[Ordinal(7)] [RED("tweakPosition")] public CBool TweakPosition { get; set; }
		[Ordinal(8)] [RED("tweakRotation")] public CBool TweakRotation { get; set; }
		[Ordinal(9)] [RED("fineTuneWeaponPose")] public CBool FineTuneWeaponPose { get; set; }
		[Ordinal(10)] [RED("positionSensitivity")] public CFloat PositionSensitivity { get; set; }
		[Ordinal(11)] [RED("positionSensitivityFineTuning")] public CFloat PositionSensitivityFineTuning { get; set; }
		[Ordinal(12)] [RED("rotationSensitivity")] public CFloat RotationSensitivity { get; set; }
		[Ordinal(13)] [RED("rotationSensitivityFineTuning")] public CFloat RotationSensitivityFineTuning { get; set; }
		[Ordinal(14)] [RED("visionSwitch")] public CBool VisionSwitch { get; set; }
		[Ordinal(15)] [RED("visSys")] public CHandle<gameVisionModeSystem> VisSys { get; set; }
		[Ordinal(16)] [RED("weaponPosDeltaX")] public CFloat WeaponPosDeltaX { get; set; }
		[Ordinal(17)] [RED("weaponPosDeltaY")] public CFloat WeaponPosDeltaY { get; set; }
		[Ordinal(18)] [RED("weaponPosDeltaZ")] public CFloat WeaponPosDeltaZ { get; set; }
		[Ordinal(19)] [RED("weaponRotDeltaX")] public CFloat WeaponRotDeltaX { get; set; }
		[Ordinal(20)] [RED("weaponRotDeltaY")] public CFloat WeaponRotDeltaY { get; set; }
		[Ordinal(21)] [RED("weaponRotDeltaZ")] public CFloat WeaponRotDeltaZ { get; set; }
		[Ordinal(22)] [RED("weaponPosVec")] public Vector4 WeaponPosVec { get; set; }
		[Ordinal(23)] [RED("weaponRotVec")] public Vector4 WeaponRotVec { get; set; }
		[Ordinal(24)] [RED("weaponAimPosVec")] public Vector4 WeaponAimPosVec { get; set; }
		[Ordinal(25)] [RED("weaponAimRotVec")] public Vector4 WeaponAimRotVec { get; set; }
		[Ordinal(26)] [RED("weaponPosOffsetFromInput")] public Vector4 WeaponPosOffsetFromInput { get; set; }
		[Ordinal(27)] [RED("weaponRotOffsetFromInput")] public Vector4 WeaponRotOffsetFromInput { get; set; }
		[Ordinal(28)] [RED("weaponAimPosOffsetFromInput")] public Vector4 WeaponAimPosOffsetFromInput { get; set; }
		[Ordinal(29)] [RED("weaponAimRotOffsetFromInput")] public Vector4 WeaponAimRotOffsetFromInput { get; set; }
		[Ordinal(30)] [RED("cameraStandHeight")] public CFloat CameraStandHeight { get; set; }
		[Ordinal(31)] [RED("cameraCrouchHeight")] public CFloat CameraCrouchHeight { get; set; }
		[Ordinal(32)] [RED("cameraResetPitch")] public CBool CameraResetPitch { get; set; }
		[Ordinal(33)] [RED("cameraHeightOffset")] public CFloat CameraHeightOffset { get; set; }
		[Ordinal(34)] [RED("UILayerID0")] public CUInt32 UILayerID0 { get; set; }
		[Ordinal(35)] [RED("UILayerID1")] public CUInt32 UILayerID1 { get; set; }
		[Ordinal(36)] [RED("UILayerID2")] public CUInt32 UILayerID2 { get; set; }
		[Ordinal(37)] [RED("UILayerID3")] public CUInt32 UILayerID3 { get; set; }

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