export interface ITemplateItem {
    _id: string;
    _name: string;
    _parent: string;
    _type: string;
    _props: Props;
    _proto: string;
}
export interface Props {
    Name?: string;
    ShortName?: string;
    Description?: string;
    Weight?: number;
    BackgroundColor?: string;
    Width?: number;
    Height?: number;
    StackMaxSize?: number;
    Rarity?: string;
    SpawnChance?: number;
    CreditsPrice?: number;
    ItemSound?: string;
    Prefab?: Prefab;
    UsePrefab?: Prefab;
    StackObjectsCount?: number;
    NotShownInSlot?: boolean;
    ExaminedByDefault?: boolean;
    ExamineTime?: number;
    IsUndiscardable?: boolean;
    IsUnsaleable?: boolean;
    IsUnbuyable?: boolean;
    IsUngivable?: boolean;
    IsLockedafterEquip?: boolean;
    QuestItem?: boolean;
    LootExperience?: number;
    ExamineExperience?: number;
    HideEntrails?: boolean;
    RepairCost?: number;
    RepairSpeed?: number;
    ExtraSizeLeft?: number;
    ExtraSizeRight?: number;
    ExtraSizeUp?: number;
    ExtraSizeDown?: number;
    ExtraSizeForceAdd?: boolean;
    MergesWithChildren?: boolean;
    CanSellOnRagfair?: boolean;
    CanRequireOnRagfair?: boolean;
    ConflictingItems?: string[];
    Unlootable?: boolean;
    UnlootableFromSlot?: string;
    UnlootableFromSide?: string[];
    AnimationVariantsNumber?: number;
    DiscardingBlock?: boolean;
    DropSoundType?: string;
    RagFairCommissionModifier?: number;
    IsAlwaysAvailableForInsurance?: boolean;
    DiscardLimit?: number;
    MaxResource?: number;
    Resource?: number;
    DogTagQualities?: boolean;
    Grids?: Grid[];
    Slots?: Slot[];
    CanPutIntoDuringTheRaid?: boolean;
    CantRemoveFromSlotsDuringRaid?: string[];
    KeyIds?: string[];
    TagColor?: number;
    TagName?: string;
    Durability?: number;
    Accuracy?: number;
    Recoil?: number;
    Loudness?: number;
    EffectiveDistance?: number;
    Ergonomics?: number;
    Velocity?: number;
    RaidModdable?: boolean;
    ToolModdable?: boolean;
    BlocksFolding?: boolean;
    BlocksCollapsible?: boolean;
    IsAnimated?: boolean;
    HasShoulderContact?: boolean;
    SightingRange?: number;
    DoubleActionAccuracyPenaltyMult?: number;
    ModesCount: any;
    DurabilityBurnModificator?: number;
    HeatFactor?: number;
    CoolFactor?: number;
    muzzleModType?: string;
    CustomAimPlane?: string;
    sightModType?: string;
    aimingSensitivity?: number;
    SightModesCount?: number;
    OpticCalibrationDistances?: number[];
    ScopesCount?: number;
    AimSensitivity?: number | number[][];
    Zooms?: number[][];
    CalibrationDistances?: number[][];
    Intensity?: number;
    Mask?: string;
    MaskSize?: number;
    NoiseIntensity?: number;
    NoiseScale?: number;
    Color?: Color;
    DiffuseIntensity?: number;
    HasHinge?: boolean;
    RampPalette?: string;
    DepthFade?: number;
    RoughnessCoef?: number;
    SpecularCoef?: number;
    MainTexColorCoef?: number;
    MinimumTemperatureValue?: number;
    RampShift?: number;
    HeatMin?: number;
    ColdMax?: number;
    IsNoisy?: boolean;
    IsFpsStuck?: boolean;
    IsGlitch?: boolean;
    IsMotionBlurred?: boolean;
    IsPixelated?: boolean;
    PixelationBlockCount?: number;
    ShiftsAimCamera?: number;
    magAnimationIndex?: number;
    Cartridges?: Slot[];
    CanFast?: boolean;
    CanHit?: boolean;
    CanAdmin?: boolean;
    LoadUnloadModifier?: number;
    CheckTimeModifier?: number;
    CheckOverride?: number;
    ReloadMagType?: string;
    VisibleAmmoRangesString?: string;
    MalfunctionChance?: number;
    IsShoulderContact?: boolean;
    Foldable?: boolean;
    Retractable?: boolean;
    SizeReduceRight?: number;
    CenterOfImpact?: number;
    ShotgunDispersion?: number;
    IsSilencer?: boolean;
    DeviationCurve?: number;
    DeviationMax?: number;
    SearchSound?: string;
    BlocksArmorVest?: boolean;
    speedPenaltyPercent?: number;
    GridLayoutName?: string;
    SpawnFilter?: any[];
    containType?: any[];
    sizeWidth?: number;
    sizeHeight?: number;
    isSecured?: boolean;
    spawnTypes?: string;
    lootFilter?: any[];
    spawnRarity?: string;
    minCountSpawn?: number;
    maxCountSpawn?: number;
    openedByKeyID?: any[];
    RigLayoutName?: string;
    MaxDurability?: number;
    armorZone?: string[];
    armorClass: any;
    mousePenalty?: number;
    weaponErgonomicPenalty?: number;
    BluntThroughput?: number;
    ArmorMaterial?: string;
    weapClass?: string;
    weapUseType?: string;
    ammoCaliber?: string;
    OperatingResource?: number;
    RepairComplexity?: number;
    durabSpawnMin?: number;
    durabSpawnMax?: number;
    isFastReload?: boolean;
    RecoilForceUp?: number;
    RecoilForceBack?: number;
    Convergence?: number;
    RecoilAngle?: number;
    weapFireType?: string[];
    RecolDispersion?: number;
    SingleFireRate?: number;
    CanQueueSecondShot?: boolean;
    bFirerate?: number;
    bEffDist?: number;
    bHearDist?: number;
    isChamberLoad?: boolean;
    chamberAmmoCount?: number;
    isBoltCatch?: boolean;
    defMagType?: string;
    defAmmo?: string;
    AdjustCollimatorsToTrajectory?: boolean;
    shotgunDispersion?: number;
    Chambers?: Slot[];
    CameraRecoil?: number;
    CameraSnap?: number;
    ReloadMode?: string;
    AimPlane?: number;
    TacticalReloadStiffnes?: Xyz;
    TacticalReloadFixation?: number;
    RecoilCenter?: Xyz;
    RotationCenter?: Xyz;
    RotationCenterNoStock?: Xyz;
    FoldedSlot?: string;
    CompactHandling?: boolean;
    MinRepairDegradation?: number;
    MaxRepairDegradation?: number;
    IronSightRange?: number;
    IsFlareGun?: boolean;
    IsGrenadeLauncher?: boolean;
    IsOneoff?: boolean;
    MustBoltBeOpennedForExternalReload?: boolean;
    MustBoltBeOpennedForInternalReload?: boolean;
    BoltAction?: boolean;
    HipAccuracyRestorationDelay?: number;
    HipAccuracyRestorationSpeed?: number;
    HipInnaccuracyGain?: number;
    ManualBoltCatch?: boolean;
    BurstShotsCount?: number;
    BaseMalfunctionChance?: number;
    AllowJam?: boolean;
    AllowFeed?: boolean;
    AllowMisfire?: boolean;
    AllowSlide?: boolean;
    DurabilityBurnRatio?: number;
    HeatFactorGun?: number;
    CoolFactorGun?: number;
    CoolFactorGunMods?: number;
    HeatFactorByShot?: number;
    AllowOverheat?: boolean;
    DoubleActionAccuracyPenalty?: number;
    RecoilPosZMult?: number;
    MinRepairKitDegradation?: number;
    MaxRepairKitDegradation?: number;
    BlocksEarpiece?: boolean;
    BlocksEyewear?: boolean;
    BlocksHeadwear?: boolean;
    BlocksFaceCover?: boolean;
    Indestructibility?: number;
    headSegments?: string[];
    FaceShieldComponent?: boolean;
    FaceShieldMask?: string;
    MaterialType?: string;
    RicochetParams?: Xyz;
    DeafStrength?: string;
    BlindnessProtection?: number;
    Distortion?: number;
    CompressorTreshold?: number;
    CompressorAttack?: number;
    CompressorRelease?: number;
    CompressorGain?: number;
    CutoffFreq?: number;
    Resonance?: number;
    CompressorVolume?: number;
    AmbientVolume?: number;
    DryVolume?: number;
    foodUseTime?: number;
    foodEffectType?: string;
    StimulatorBuffs?: string;
    effects_health: any;
    effects_damage: any;
    MaximumNumberOfUsage?: number;
    knifeHitDelay?: number;
    knifeHitSlashRate?: number;
    knifeHitStabRate?: number;
    knifeHitRadius?: number;
    knifeHitSlashDam?: number;
    knifeHitStabDam?: number;
    knifeDurab?: number;
    PrimaryDistance?: number;
    SecondryDistance?: number;
    SlashPenetration?: number;
    StabPenetration?: number;
    PrimaryConsumption?: number;
    SecondryConsumption?: number;
    DeflectionConsumption?: number;
    AppliedTrunkRotation?: Xyz;
    AppliedHeadRotation?: Xyz;
    DisplayOnModel?: boolean;
    AdditionalAnimationLayer?: number;
    StaminaBurnRate?: number;
    ColliderScaleMultiplier?: Xyz;
    ConfigPathStr?: string;
    MaxMarkersCount?: number;
    scaleMin?: number;
    scaleMax?: number;
    medUseTime?: number;
    medEffectType?: string;
    MaxHpResource?: number;
    hpResourceRate?: number;
    apResource?: number;
    krResource?: number;
    MaxOpticZoom?: number;
    MaxRepairResource?: number;
    TargetItemFilter?: string[];
    RepairQuality?: number;
    RepairType?: string;
    StackMinRandom?: number;
    StackMaxRandom?: number;
    ammoType?: string;
    InitialSpeed?: number;
    BallisticCoeficient?: number;
    BulletMassGram?: number;
    BulletDiameterMilimeters?: number;
    Damage?: number;
    ammoAccr?: number;
    ammoRec?: number;
    ammoDist?: number;
    buckshotBullets?: number;
    PenetrationPower?: number;
    PenetrationPowerDiviation?: number;
    ammoHear?: number;
    ammoSfx?: string;
    MisfireChance?: number;
    MinFragmentsCount?: number;
    MaxFragmentsCount?: number;
    ammoShiftChance?: number;
    casingName?: string;
    casingEjectPower?: number;
    casingMass?: number;
    casingSounds?: string;
    ProjectileCount?: number;
    PenetrationChance?: number;
    RicochetChance?: number;
    FragmentationChance?: number;
    Deterioration?: number;
    SpeedRetardation?: number;
    Tracer?: boolean;
    TracerColor?: string;
    TracerDistance?: number;
    ArmorDamage?: number;
    Caliber?: string;
    StaminaBurnPerDamage?: number;
    HeavyBleedingDelta?: number;
    LightBleedingDelta?: number;
    ShowBullet?: boolean;
    HasGrenaderComponent?: boolean;
    FuzeArmTimeSec?: number;
    ExplosionStrength?: number;
    MinExplosionDistance?: number;
    MaxExplosionDistance?: number;
    FragmentsCount?: number;
    FragmentType?: string;
    ShowHitEffectOnExplode?: boolean;
    ExplosionType?: string;
    AmmoLifeTimeSec?: number;
    Contusion?: Xyz;
    ArmorDistanceDistanceDamage?: Xyz;
    Blindness?: Xyz;
    IsLightAndSoundShot?: boolean;
    LightAndSoundShotAngle?: number;
    LightAndSoundShotSelfContusionTime?: number;
    LightAndSoundShotSelfContusionStrength?: number;
    MalfMisfireChance?: number;
    MalfFeedChance?: number;
    StackSlots?: StackSlot[];
    type?: string;
    eqMin?: number;
    eqMax?: number;
    rate?: number;
    ThrowType?: string;
    ExplDelay?: number;
    Strength?: number;
    ContusionDistance?: number;
    throwDamMax?: number;
    explDelay?: number;
    EmitTime?: number;
    CanBeHiddenDuringThrow?: boolean;
    MinTimeToContactExplode?: number;
    ExplosionEffectType?: string;
}
export interface Prefab {
    path: string;
    rcid: string;
}
export interface Grid {
    _name: string;
    _id: string;
    _parent: string;
    _props: GridProps;
    _proto: string;
}
export interface GridProps {
    filters: GridFilter[];
    cellsH: number;
    cellsV: number;
    minCount: number;
    maxCount: number;
    maxWeight: number;
    isSortingTable: boolean;
}
export interface GridFilter {
    Filter: string[];
    ExcludedFilter: string[];
}
export interface Slot {
    _name: string;
    _id: string;
    _parent: string;
    _props: SlotProps;
    _max_count?: number;
    _required: boolean;
    _mergeSlotWithChildren: boolean;
    _proto: string;
}
export interface SlotProps {
    filters: SlotFilter[];
}
export interface SlotFilter {
    Shift?: number;
    Filter: string[];
    AnimationIndex?: number;
}
export interface Xyz {
    x: number;
    y: number;
    z: number;
}
export interface StackSlot {
    _name?: string;
    _id: string;
    _parent: string;
    _max_count: number;
    _props: StackSlotProps;
    _proto: string;
    upd: any;
}
export interface StackSlotProps {
    filters: SlotFilter[];
}
export interface EffectsHealth {
    Energy: EffectsHealthProps;
    Hydration: EffectsHealthProps;
}
export interface EffectsHealthProps {
    value: number;
}
export interface EffectsDamage {
    Pain: EffectDamageProps;
    LightBleeding: EffectDamageProps;
    HeavyBleeding: EffectDamageProps;
    Contusion: EffectDamageProps;
    RadExposure: EffectDamageProps;
    Fracture: EffectDamageProps;
    DestroyedPart: EffectDamageProps;
}
export interface EffectDamageProps {
    delay: number;
    duration: number;
    fadeOut: number;
    cost?: number;
    healthPenaltyMin?: number;
    healthPenaltyMax?: number;
}
export interface Color {
    r: number;
    g: number;
    b: number;
    a: number;
}
