text: #pragma once
  
  // This file is generated from the Game's Reflection data
  
  #include <cstdint>
  #include <RED4ext/Common.hpp>
  #include <RED4ext/Scripting/Natives/Generated/Transform.hpp>
  #include <RED4ext/Scripting/Natives/Generated/Vector3.hpp>
  #include <RED4ext/Scripting/Natives/Generated/physics/SimulationType.hpp>
  
  namespace RED4ext
  {
  namespace physics { 
  struct SystemBodyParams
  {
      static constexpr const char* NAME = "physicsSystemBodyParams";
      static constexpr const char* ALIAS = NAME;
  
      physics::SimulationType simulationType; // 00
      uint8_t unk01[0x8 - 0x1]; // 1
      float mass; // 08
      Vector3 inertia; // 0C
      uint8_t unk18[0x20 - 0x18]; // 18
      Transform comOffset; // 20
      float linearDamping; // 40
      float angularDamping; // 44
      uint32_t solverIterationsCountPosition; // 48
      uint32_t solverIterationsCountVelocity; // 4C
      float maxDepenetrationVelocity; // 50
      float maxAngularVelocity; // 54
      float maxContactImpulse; // 58
      uint8_t unk5C[0x60 - 0x5C]; // 5C
  };
  RED4EXT_ASSERT_SIZE(SystemBodyParams, 0x60);
  } // namespace physics
  } // namespace RED4ext
  