Code:
#ifndef _wow_cvars_hpp__
#define _wow_cvars_hpp__
#include <cstdint>
// 3.4.1.47612
namespace CVar {
const uint64_t AgentUID = 0x029AA888; // The UID provided by Battle.net to be passed to Agent
const uint64_t EnableAssetTracking = 0x029AA890; // Whether to track which assets are least recently used
const uint64_t LaunchAgent = 0x029AA890; // Set this to have the client start up Agent
const uint64_t OverrideArchive = 0x029AA898; // Whether or not the client loads alternate data
const uint64_t AsyncThreadSleep = 0x029AB6B0; // Engine option: Async read thread sleep
const uint64_t AsyncHandlerTimeout = 0x029AB6B8; // Engine option: Async read main thread timeout
const uint64_t EnableBGDL = 0x029AB6C0; // Background Download (on async net thread) Enabled
const uint64_t SortDiskReads = 0x029AB6C8; // Sort async disk reads to minimize seeks (requires restart)
const uint64_t M2UseThreads = 0x029AB698; // multithread model animations
const uint64_t M2ForceAdditiveParticleSort = 0x029AB6A0; // force all particles to sort as though they were additive
const uint64_t M2UseInstancing = 0x029AB6A8; // use hardware instancing
const uint64_t GameTip = 0x029ABFF0;
const uint64_t TargetFPS = 0x029ACD20; // Set target FPS. Dynamic actions will be taken if you fall below the FPS target
const uint64_t UseTargetFPS = 0x029ACD28; // Enables or disables background FPS limit
const uint64_t DynamicRenderScale = 0x029ACD30; // Lowers render scale if GPU bound to hit Target FPS. Note this feature is in BETA. Known issues: May cause hitching. May behave poorly with vsync on.
const uint64_t DynamicRenderScaleMin = 0x029ACD38; // Lowest render scale DynamicRenderScale can use
const uint64_t DynamicVRSSensitivityThreshold = 0x029ACD40; // Enable dynamic sensitivity threshold based on target FPS for VRS
const uint64_t LuaErrorExceptions = 0x029ADCD8; // Enable exceptions for non-tainted lua errors
const uint64_t AccountName = 0x029ADCD8; // Saved account name
const uint64_t AccountList = 0x029ADCE0; // List of wow accounts for saved Blizzard account
const uint64_t G_accountUsesToken = 0x029ADCE8; // Saved whether uses authenticator
const uint64_t ShowLoadingScreenTips = 0x029ABFA0; // Show loading screen tooltips
const uint64_t EngineSurvey = 0x029ABFA0; // Engine Survey Index
const uint64_t EngineSurveyPatch = 0x029ABFA8; // Engine Survey Patch
const uint64_t CheckAddonVersion = 0x029ADCF0; // Check interface addon version number
const uint64_t LastAddonVersion = 0x029ADCF8; // Addon interface version number from previous build
const uint64_t EnableMouseSpeed = 0x029ADD48; // Enables setting a custom mouse sensitivity to override the setting from the operating system.
const uint64_t MouseSpeed = 0x029ADD50;
const uint64_t ErrorFilter = 0x029ADD00;
const uint64_t LastCharacterIndex = 0x029ADD00; // Last character selected
const uint64_t LastCharacterGuid = 0x029ADD08; // Last character selected's guid
const uint64_t SeenCharacterUpgradePopup = 0x029ADD10; // Seen the free character upgrade popup
const uint64_t SeenExpansionTrialPopup = 0x029ADD18; // Seen the expansion trial popup
const uint64_t SeenLevelSquishPopup = 0x029ADD20; // Seen the level squish popup
const uint64_t SeenConfigurationWarnings = 0x029ADD28; // A bitfield to track which configuration warnings have been seen
const uint64_t AdvancedCombatLogging = 0x029ADD30; // Whether we want advanced combat log data sent from the server
const uint64_t SkipStartGear = 0x029ADD38; // Whether we should show starter gear on character create
const uint64_t MaxFPSLoading = 0x029ADD40; // Set loading screen max FPS
const uint64_t DebugGameEvents = 0x029ADD40; // Show additional information about game events
const uint64_t ShowUnactivatedCharacters = 0x029ADD58; // Show unactivated characters on Character Select.
const uint64_t HwDetect = 0x029C0718; // do hardware detection
const uint64_t Vsync = 0x029C0700; // vsync on or off
const uint64_t GxAllowCachelessShaderMode = 0x029C0708; // CPU memory saving mode, if supported by backend. When enabled, shaders are fetched from disk as needed instead of being kept resident. This mode may slightly increase the time objects take to appear the first time they are encountered. Computers without solid state drives may want to disable this feature
const uint64_t GxAspect = 0x029C0720; // constrain window aspect
const uint64_t GxMaxFrameLatency = 0x029C0710; // maximum number of frames ahead of GPU the CPU can be
const uint64_t GxAftermathEnabled = 0x029C0750; // Enable frame crash debugging
const uint64_t WindowResizeLock = 0x029C0738; // prevent resizing in windowed mode
const uint64_t GraphicsQuality = 0x029C0760; // save for Graphics Quality Selection
const uint64_t RAIDgraphicsQuality = 0x029C0768; // save for Raid Graphics Quality Selection
const uint64_t ClipCursor = 0x029C0758; // Lock the cursor to the game window
const uint64_t NotchedDisplayMode = 0x029C0758; // Do nothing = 0. Shift UI down = 1. Shift everything down = 2.
const uint64_t GxApi = 0x029C06F0; // graphics api
const uint64_t ForceResolutionDefaultToMaxSize = 0x029C0748; // Force default resolution to the maximum supported size rather than the auto-detected size
const uint64_t GxMaximize = 0x029C0728; // toggle fullscreen/window
const uint64_t GxMonitor = 0x029C06F8;
const uint64_t GxFullscreenResolution = 0x029C06E0;
const uint64_t GxWindowedResolution = 0x029C06E8; // windowed resolution
const uint64_t GxNewResolution = 0x029C06D8; // resolution to be set
const uint64_t VideoOptionsVersion = 0x029C0730; // Video options version
const uint64_t ReloadUIOnAspectChange = 0x029C06B6; // Reload the UI on aspect change
const uint64_t FfxAntiAliasingMode = 0x02A19D50; // Anti Aliasing Mode
const uint64_t Daltonize = 0x02A19D48; // Attempt to correct for color blindness (set colorblindSimulator to type of colorblindness)
const uint64_t ColorblindWeaknessFactor = 0x02A19D40; // Amount of sensitivity. e.g. Protanope (red-weakness) 0.0 = not colorblind, 1.0 = full weakness(Protanopia), 0.5 = mid weakness(Protanomaly)
const uint64_t ColorblindSimulator = 0x02A19D38; // Type of color blindness
const uint64_t Contrast = 0x02A19D58; // Contrast adjustment. Range: [0 - 100]
const uint64_t Brightness = 0x02A19D60; // Brightness adjustment. Range: [0 - 100]
const uint64_t Gamma = 0x02A19D68; // Gamma correction. Range: [0.3 - 2.8]
const uint64_t CMAA2Quality = 0x02A19D70; // CMAA2 Quality Level. 0 - LOW, 1 - MEDIUM, 2 - HIGH, 3 - ULTRA
const uint64_t CMAA2ExtraSharpness = 0x02A19D78; // Set to 1 to preserve even more text and shape clarity at the expense of less AA
const uint64_t CMAA2HalfFloat = 0x02A19D80; // 0: 32-bit Float. 1: 16-bit Float.
const uint64_t ValidateFrameXML = 0x02A1D000; // Display warning when FrameXML detects unparsed elements
const uint64_t TargetPriorityAllowAnyOnScreen = 0x02A1D8E0; // If set, and no 100% correct target is available, allow selecting any valid in-range target (2 = also out-of-range)
const uint64_t TargetPriorityHoldHighlightDelay = 0x02A1D8E8; // Delay in Milliseconds before priority target highlight starts when holding the button
const uint64_t TargetPriorityCombatLock = 0x02A1D8F0; // 1=Lock to in-combat targets when starting from an in-combat target. 2=Further restrict to in-combat with player.
const uint64_t TargetPriorityCombatLockHighlight = 0x02A1D8F8; // 1=Lock to in-combat targets when starting from an in-combat target. 2=Further restrict to in-combat with player. (while doing hold-to-target)
const uint64_t TargetPriorityCombatLockContextualRelaxation = 0x02A1D900; // 1=Enables relaxation of combat lock based on context (eg. no in-combat target infront)
const uint64_t TargetPriorityPvp = 0x02A1D908; // When in pvp, give higher priority to players and important pvp targets (1 = players & npc bosses, 2 = all pvp targets, 3 = players only)
const uint64_t TargetPriorityPvpLock = 0x02A1D910; // Lock to important pvp targets when starting from a pvp target.
const uint64_t TargetPriorityPvpLockHighlight = 0x02A1D918; // Lock to players when starting from a player target in pvp. (while doing hold-to-target)
const uint64_t TargetPriorityValueBank = 0x02A1D920; // Selects the active targeting values bank for calculating target priority order
const uint64_t TargetPriorityContinueFromManualTarget = 0x02A1D928; // If a target is manually selected (eg. clicked), continue priority targeting from that target.
const uint64_t TargetPriorityAutoTargetIgnoreWindow = 0x02A1D930; // Number of MS a non-user selected target should be ignored For priority order purposes
const uint64_t TargetPriorityFrustumPullInSides = 0x02A1D938; // Percentage towards center to pull in side edges of the screen for in-view checks
const uint64_t TargetPriorityFrustumPullInTop = 0x02A1D940; // Percentage towards center to pull in top edge of the screen for in-view checks
const uint64_t TargetPriorityFrustumPullInBot = 0x02A1D948; // Percentage towards center to pull in bottom edge of the screen for in-view checks
const uint64_t TargetPriorityUpdateDelay = 0x02A1D950; // Delay in Milliseconds between updates of target priority list.
const uint64_t SoftTargetWithLocked = 0x02A1D958; // Allows soft target selection while player has a locked target. 2 = always do soft targeting
const uint64_t SoftTargetMatchLocked = 0x02A1D960; // Match appropriate soft target to locked target. 1 = hard locked target only, 2 = for targets you attack
const uint64_t SoftTargetForce = 0x02A1D380; // Auto-set target to match soft target. 1 = for enemies, 2 = for friends
const uint64_t SoftTargetInteract = 0x02A1D968; // Sets when soft interact should be enabled. 0=off, 1=gamepad, 2=KBM, 3=always
const uint64_t SoftTargetInteractRange = 0x02A1D970;
const uint64_t SoftTargetInteractRangeIsHard = 0x02A1D978; // Sets if it should be a hard range cutoff, even for something you can interact with right now.
const uint64_t SoftTargetInteractArc = 0x02A1D980; // 0 = No yaw arc allowance, must be directly in front. 1 = Must be in front yaw arc. 2 = Can be anywhere in targeting area.
const uint64_t SoftTargetEnemy = 0x02A1D988; // Sets when enemy soft targeting should be enabled. 0=off, 1=gamepad, 2=KBM, 3=always
const uint64_t SoftTargetEnemyRange = 0x02A1D990;
const uint64_t SoftTargetEnemyArc = 0x02A1D998; // 0 = No yaw arc allowance, must be directly in front. 1 = Must be in front yaw arc. 2 = Can be anywhere in targeting area.
const uint64_t SoftTargetFriend = 0x02A1D9A0; // Sets when friend soft targeting should be enabled. 0=off, 1=gamepad, 2=KBM, 3=always
const uint64_t SoftTargetFriendRange = 0x02A1D9A8;
const uint64_t SoftTargetFriendArc = 0x02A1D9B0; // 0 = No yaw arc allowance, must be directly in front. 1 = Must be in front yaw arc. 2 = Can be anywhere in targeting area.
const uint64_t SoftTargetNameplateEnemy = 0x02A1D388; // Always show nameplates for soft enemy target
const uint64_t SoftTargetNameplateFriend = 0x02A1D390; // Always show nameplates for soft friend target
const uint64_t SoftTargetNameplateInteract = 0x02A1D398; // Always show nameplates for soft interact target
const uint64_t SoftTargetIconEnemy = 0x02A1D3A0; // Show icon for soft enemy target
const uint64_t SoftTargetIconFriend = 0x02A1D3A8; // Show icon for soft friend target
const uint64_t SoftTargetIconInteract = 0x02A1D3B0; // Show icon for soft interact target
const uint64_t SoftTargetIconGameObject = 0x02A1D3B8; // Show icon for sot interact game objects (interactable objects you cannot normally target)
const uint64_t SoftTargetNameplateSize = 0x02A1D3C0; // Size of soft target icon on nameplate (0 to disable)
const uint64_t SoftTargetWorldtextSize = 0x02A1D3C8;
const uint64_t SoftTargetWorldtextNearScale = 0x02A1D3D0;
const uint64_t SoftTargetWorldtextNearDist = 0x02A1D3D8;
const uint64_t SoftTargetWorldtextFarDist = 0x02A1D3E0;
const uint64_t SoftTargetLowPriorityIcons = 0x02A1D3E8; // Show interact icons even when there is other visual indicators, such as quest or loot effects
const uint64_t SoftTargetTooltipEnemy = 0x02A1D9B8;
const uint64_t SoftTargetTooltipFriend = 0x02A1D9C0;
const uint64_t SoftTargetTooltipInteract = 0x02A1D9C8;
const uint64_t SoftTargetTooltipLocked = 0x02A1D9D0;
const uint64_t SoftTargetTooltipDurationMs = 0x02A1D9D8;
const uint64_t UseSlug = 0x02C1DF00; // Render with slug text
const uint64_t SlugSupersampling = 0x02C1DF08; // The slug glyph shader performs adaptive supersampling for high-quality rendering at small font sizes
const uint64_t SlugOpticalWeight = 0x02C1DF10; // When rendering, coverage values are remapped to increase the optical weight of the glyphs. This can improve the appearance of small text, but usually looks good only for dark text on a light background.
const uint64_t ForceGenerateSlug = 0x02C1DF18; // Generate .slug files for all loaded fonts before they are actually used rather than deferred load.
const uint64_t MtParticles = 0x02C20ED0; // multithread building of particle vertices
const uint64_t AnimFrameSkipLOD = 0x02C20ED8; // animations will skip frames at distance
const uint64_t HotReloadModels = 0x02C20EE0; // Allow an active model to be reloaded when a new version is detected in the bin folder. If this is disabled, the model data will only be refreshed after all game objects using the model are deleted
const uint64_t ForceLODCheck = 0x02C20EE8; // If enabled, we will skip checking DBC for LOD count and every m2 will scan the folder for skin profiles
const uint64_t TextureErrorColors = 0x02C20EF0; // If enabled, replaceable textures that aren't specified will be purple
const uint64_t SplineOpt = 0x02C21388; // toggles use of spline coll optimization
const uint64_t PersistMoveLogOnTransfer = 0x02C21390; // Set to 1 to automatically re-enable logging on the current movelog target after a transfer
const uint64_t MovementMaxEventLateTime = 0x02C21398; // Used as part of the system that adjusts the timing on movement messages to try and smooth out jitter (our own and other players). This CVar sets the lower bound of the adjustments the system can make.`
const uint64_t MovementMaxEventEarlyTime = 0x02C213A0; // Used as part of the system that adjusts the timing on movement messages to try and smooth out jitter (our own and other players). This CVar sets the upper bound of the adjustments the system can make.
const uint64_t UseIPv6 = 0x02C21460; // Enable the usage of IPv6 sockets
const uint64_t DisableServerNagle = 0x02C21468; // Disable server-side nagle algorithm
const uint64_t StreamingCameraRadius = 0x02C27CF8; // Base radius of the streaming camera.
const uint64_t StreamingCameraMaxRadius = 0x02C27D00; // Max radius of the streaming camera.
const uint64_t StreamingCameraLookAheadTime = 0x02C27D08; // Look ahead time for streaming.
const uint64_t FrameBufferCacheForceNoHeaps = 0x02C28008; // Disable use of texture heaps and force the fallback path
const uint64_t SoundPerf_VariationCap = 0x02C2C018; // Limit sound kit variations to cut down on memory usage and disk thrashing on 32-bit machines
const uint64_t Sound_EnablePositionalLowPassFilter = 0x02C2C020; // Environmental effect to make sounds duller behind you or far away
const uint64_t Sound_AmbienceHighpassDSPCutoff = 0x02C2C240; // The cutoff value to use for the Highpass filter on the Ambience bus (default 100 Hz)
const uint64_t Sound_AllyPlayerHighpassDSPCutoff = 0x02C2C248; // The cutoff value to use for the Highpass filter on the Ally Player bus (default 80 Hz)
const uint64_t Sound_EnemyPlayerHighpassDSPCutoff = 0x02C2C250; // The cutoff value to use for the Highpass filter on the Enemy Player bus (default 80 Hz)
const uint64_t Sound_NPCHighpassDSPCutoff = 0x02C2C258; // The cutoff value to use for the Highpass filter on the NPC bus (default 80 Hz)
const uint64_t Sound_NumChannels = 0x02C2C9A8; // number of sound channels
const uint64_t Sound_EnableReverb = 0x02C2C9B0;
const uint64_t Sound_OutputDriverIndex = 0x02C2C9B8;
const uint64_t Sound_OutputDriverName = 0x02C2C9C0; // Primary Sound Driver
const uint64_t Sound_VoiceChatInputDriverIndex = 0x02C2CAA0;
const uint64_t Sound_VoiceChatInputDriverName = 0x02C2CAA8; // Primary Sound Capture Driver
const uint64_t Sound_VoiceChatOutputDriverIndex = 0x02C2CAB0;
const uint64_t Sound_VoiceChatOutputDriverName = 0x02C2CAB8; // Primary Sound Driver
const uint64_t Sound_DSPBufferSize = 0x02C2C9C8; // sound buffer size, default 0
const uint64_t Sound_OutputSampleRate = 0x02C2C9D8; // output sample rate
const uint64_t Sound_EnableMixMode2 = 0x02C2C9D0;
const uint64_t Sound_EnableSFX = 0x02C2C9E0;
const uint64_t Sound_EnableAmbience = 0x02C2C9E8; // Enable Ambience
const uint64_t Sound_EnableErrorSpeech = 0x02C2C9F0; // error speech
const uint64_t Sound_EnableMusic = 0x02C2C9F8; // Enables music
const uint64_t Sound_EnableAllSound = 0x02C2CA00;
const uint64_t Sound_EnableDialog = 0x02C2CA08; // all dialog
const uint64_t Sound_MasterVolume = 0x02C2CA10; // master volume (0.0 to 1.0)
const uint64_t Sound_SFXVolume = 0x02C2CA18; // sound volume (0.0 to 1.0)
const uint64_t Sound_MusicVolume = 0x02C2CA20; // music volume (0.0 to 1.0)
const uint64_t Sound_AmbienceVolume = 0x02C2CA28; // Ambience Volume (0.0 to 1.0)
const uint64_t Sound_DialogVolume = 0x02C2CA30; // Dialog Volume (0.0 to 1.0)
const uint64_t Sound_ListenerAtCharacter = 0x02C2CA38; // lock listener at character
const uint64_t Sound_EnableEmoteSounds = 0x02C2CA40;
const uint64_t Sound_ZoneMusicNoDelay = 0x02C2CA48;
const uint64_t Sound_EnableArmorFoleySoundForSelf = 0x02C2CA50;
const uint64_t Sound_EnableArmorFoleySoundForOthers = 0x02C2CA58;
const uint64_t Sound_EnableDSPEffects = 0x02C2CA60;
const uint64_t Sound_EnablePetSounds = 0x02C2CA88; // Enables pet sounds
const uint64_t Sound_MaxCacheSizeInBytes = 0x02C2CA70; // Max cache size in bytes
const uint64_t Sound_MaxCacheableSizeInBytes = 0x02C2CA78; // Max sound size that will be cached, larger files will be streamed instead
const uint64_t FootstepSounds = 0x02C2CA80; // play footstep sounds
const uint64_t Sound_AlternateListener = 0x02C2CA90; // When enabled, calculates listener forward by simply using the camera's yaw value, instead of a vector from camera position to listener position
const uint64_t Sound_EnableSoundWhenGameIsInBG = 0x02C2CA68; // Enable Sound When Game Is In Background
const uint64_t GxMTDisable = 0x02C2DA60; // Disable all render multithreading
const uint64_t GxMTBeginDraw = 0x02C2DA68; // Do BeginDraw multithreaded.
const uint64_t GxMTShadow = 0x02C2DA70; // Render shadow bands in parallel.
const uint64_t GxMTPrepass = 0x02C2DA78; // Render prepass in parallel.
const uint64_t GxMTOpaqueM2 = 0x02C2DA80; // Render opaque model pass in parallel.
const uint64_t GxMTOpaqueM2NoReflect = 0x02C2DA88; // Render opaque model no reflection pass in parallel.
const uint64_t GxMTAlphaM2 = 0x02C2DAA0; // Render transparent M2 pass in parallel.
const uint64_t GxMTOpaqueWMO = 0x02C2DA90; // Render opaque WMO in parallel.
const uint64_t GxMTTerrain = 0x02C2DA98; // Render terrain in parallel.
const uint64_t Farclip = 0x02C2CD68; // Far clip plane distance
const uint64_t Nearclip = 0x02C2DA40; // Near clip plane distance
const uint64_t HorizonClip = 0x02C2CDA8; // Horizon end distance
const uint64_t HorizonStart = 0x02C2CDB0; // Horizon start distance
const uint64_t ParticleDensity = 0x02C2CD70; // Particle density
const uint64_t ParticleMTDensity = 0x02C2CD78; // Multi-Tex particle density
const uint64_t WaterDetail = 0x02C2CD80; // Water surface detail
const uint64_t RippleDetail = 0x02C2CD88; // Ripple surface detail
const uint64_t ReflectionMode = 0x02C2CD90; // Reflection mode
const uint64_t ReflectionDownscale = 0x02C2DA48; // Reflection downscale
const uint64_t SunShafts = 0x02C2CD98;
const uint64_t GroundEffectDensity = 0x02C2CDB8; // Ground effect density
const uint64_t GroundEffectFade = 0x02C2DA58; // Ground effect fade
const uint64_t GroundEffectDist = 0x02C2CDC0; // Ground effect dist
const uint64_t GroundEffectAnimation = 0x02C2CDC8; // Ground effect animation
const uint64_t ProjectedTextures = 0x02C2CDD0; // Projected Textures
const uint64_t SpellClutter = 0x02C2CDD8; // Cull unimportant spell effects. -1 means auto based on targetFPS otherwise [0-100], 0 means cull nothing for perf reasons, 100 means cull as much as you can
const uint64_t ShadowMode = 0x02C2CDE0; // Quality of shadows (0-3)
const uint64_t ShadowTextureSize = 0x02C2CDE8; // Shadow texture size (1024-2048)
const uint64_t ShadowSoft = 0x02C2DAA8; // Soft shadows (0/1)
const uint64_t ShadowRt = 0x02C2CDF0; // Raytraced shadows (0-3)
const uint64_t MaxLightCount = 0x02C2DAB0; // Maximum lights to render
const uint64_t MaxLightDist = 0x02C2DAB8; // Maximum distance to render lights
const uint64_t SSAO = 0x02C2CDA0; // Screen-Space Ambient Occlusion
const uint64_t SSAOType = 0x02C2DA50; // Screen-Space Ambient Occlusion Type
const uint64_t PreloadStreamingDistTerrain = 0x02C2DAC0; // Terrain preload distance when streaming
const uint64_t PreloadStreamingDistObject = 0x02C2DAC8; // Object preload distance when streaming
const uint64_t PreloadLoadingDistTerrain = 0x02C2DAD0; // Terrain preload distance when loading
const uint64_t PreloadLoadingDistObject = 0x02C2DAD8; // Object preload distance when loading
const uint64_t SkyCloudLOD = 0x02C2DAE0; // Texture resolution for clouds
const uint64_t TextureFilteringMode = 0x02C2DAE8; // Texture filtering mode
const uint64_t TerrainLodDist = 0x02C2CDF8; // Terrain level of detail distance
const uint64_t TerrainLodDiv = 0x02C2CE00; // Terrain lod divisor
const uint64_t WmoLodDist = 0x02C2CE08; // Wmo level of detail distance
const uint64_t WmoLodDistScale = 0x02C2DAF0; // Wmo level of detail distance scale
const uint64_t WmoDoodadDist = 0x02C2DAF8; // Wmo doodad load distance
const uint64_t WmoPortalMinScreenSize = 0x02C2DB00; // Wmo portal min screen size
const uint64_t EntityLodDist = 0x02C2CE10; // Entity level of detail distance
const uint64_t EntityLodOffset = 0x02C2DB08; // Entity level of detail offset
const uint64_t EntityShadowFadeScale = 0x02C2DB10; // Entity shadow fade scale
const uint64_t DoodadLodScale = 0x02C2CE18; // Doodad level of detail scale
const uint64_t TerrainMipLevel = 0x02C2DA38; // Terrain blend map mip level
const uint64_t WorldMaxMipLevel = 0x02C2DB18; // World maximum texture mip level
const uint64_t WorldBaseMip = 0x02C2CE20; // World texture base mip
const uint64_t OcclusionMaxJobs = 0x02C2DB28; // Maximum job threads for occlusion render
const uint64_t LowLatencyMode = 0x02C2DB30; // 0=None, 1=BuiltIn, 2=Reflex
const uint64_t MinimapPortalMax = 0x02C2DA30; // Max Number of Portals to traverse for minimap
const uint64_t WorldViewCullMaxJobs = 0x02C2DBF8; // Maximum job threads for culling
const uint64_t LodObjectCullSize = 0x02C2CE28; // Lod object culling size
const uint64_t LodObjectCullDist = 0x02C2CE30; // Lod object culling dist minimum
const uint64_t LodObjectMinSize = 0x02C2CE38; // Lod object min size
const uint64_t LodObjectFadeScale = 0x02C2CE40; // Lod object fade scale
const uint64_t LodObjectSizeScale = 0x02C2DB20; // Scales all objects size for culling
const uint64_t RAIDsettingsEnabled = 0x02C2CE48; // Raid graphic settings are available
const uint64_t RAIDfarclip = 0x02C2CE78; // Raid Far clip plane distance
const uint64_t RAIDWaterDetail = 0x02C2CEA0; // Raid Water surface detail
const uint64_t RAIDSSAO = 0x02C2CEC0; // Raid Screen-Space Ambient Occlusion
const uint64_t RAIDgroundEffectDensity = 0x02C2CEC8; // Raid Ground effect density
const uint64_t RAIDgroundEffectFade = 0x02C2DB48; // Raid Ground effect fade
const uint64_t RAIDgroundEffectDist = 0x02C2CED0; // Raid Ground effect dist
const uint64_t RAIDgroundEffectAnimation = 0x02C2CED8; // Raid Ground effect animation
const uint64_t RAIDshadowMode = 0x02C2CEF0; // Raid Quality of shadows (0-3)
const uint64_t RAIDshadowRt = 0x02C2CF00; // Raid Raytraced shadows (0-2)
const uint64_t RAIDterrainLodDist = 0x02C2CE50; // Raid Terrain level of detail distance
const uint64_t RAIDTerrainLodDiv = 0x02C2CE58; // Raid Terrain lod divisor
const uint64_t RAIDwmoLodDist = 0x02C2CE70; // Raid Wmo level of detail distance
const uint64_t RAIDhorizonStart = 0x02C2CE80; // Raid Horizon start distance
const uint64_t RAIDhorizonClip = 0x02C2CE88; // Raid Horizon end distance
const uint64_t RAIDdoodadLodScale = 0x02C2CE68; // Raid doodad level of detail scale
const uint64_t RAIDentityLodDist = 0x02C2CE60; // Raid Entity level of detail distance
const uint64_t RAIDentityShadowFadeScale = 0x02C2DB40; // Raid Entity shadow fade scale
const uint64_t RAIDterrainMipLevel = 0x02C2DB38; // Terrain blend map mip level
const uint64_t RAIDworldBaseMip = 0x02C2CF08; // World texture base mip
const uint64_t RAIDprojectedTextures = 0x02C2CEE0; // Projected Textures
const uint64_t RAIDspellClutter = 0x02C2CEE8; // Cull unimportant spell effects. -1 means auto based on targetFPS otherwise [0-100], 0 means cull nothing for perf reasons, 100 means cull as much as you can
const uint64_t RAIDshadowTextureSize = 0x02C2CEF8; // Shadow texture size (1024-2048)
const uint64_t RAIDshadowSoft = 0x02C2DB50; // Soft shadows (0/1)
const uint64_t RAIDreflectionMode = 0x02C2CEB0; // Reflection mode
const uint64_t RAIDrippleDetail = 0x02C2CEA8; // Ripple surface detail
const uint64_t RAIDsunShafts = 0x02C2CEB8;
const uint64_t RAIDparticleDensity = 0x02C2CE90; // Particle density
const uint64_t RAIDparticleMTDensity = 0x02C2CE98; // Multi-Tex particle density
const uint64_t RAIDlodObjectCullSize = 0x02C2CF10; // Lod object culling size
const uint64_t RAIDlodObjectCullDist = 0x02C2CF18; // Lod object culling dist minimum
const uint64_t RAIDlodObjectMinSize = 0x02C2CF20; // Lod object min size
const uint64_t RAIDlodObjectFadeScale = 0x02C2CF28; // Lod object fade scale
const uint64_t GraphicsTextureResolution = 0x02C2DB58; // UI value of the graphics setting
const uint64_t GraphicsSpellDensity = 0x02C2DB60; // UI value of the graphics setting
const uint64_t GraphicsProjectedTextures = 0x02C2DB68; // UI value of the graphics setting
const uint64_t GraphicsEnvironmentDetail = 0x02C2DB70; // UI value of the graphics setting
const uint64_t GraphicsGroundClutter = 0x02C2DB78; // UI value of the graphics setting
const uint64_t GraphicsShadowQuality = 0x02C2DB80; // UI value of the graphics setting
const uint64_t GraphicsLiquidDetail = 0x02C2DB88; // UI value of the graphics setting
const uint64_t GraphicsParticleDensity = 0x02C2DB90; // UI value of the graphics setting
const uint64_t GraphicsSSAO = 0x02C2DB98; // UI value of the graphics setting
const uint64_t GraphicsSunshafts = 0x02C2DBA0; // UI value of the graphics setting
const uint64_t RaidGraphicsTextureResolution = 0x02C2DBA8; // UI value of the raidGraphics setting
const uint64_t RaidGraphicsSpellDensity = 0x02C2DBB0; // UI value of the raidGraphics setting
const uint64_t RaidGraphicsProjectedTextures = 0x02C2DBB8; // UI value of the raidGraphics setting
const uint64_t RaidGraphicsEnvironmentDetail = 0x02C2DBC0; // UI value of the raidGraphics setting
const uint64_t RaidGraphicsGroundClutter = 0x02C2DBC8; // UI value of the raidGraphics setting
const uint64_t RaidGraphicsShadowQuality = 0x02C2DBD0; // UI value of the raidGraphics setting
const uint64_t RaidGraphicsLiquidDetail = 0x02C2DBD8; // UI value of the raidGraphics setting
const uint64_t RaidGraphicsParticleDensity = 0x02C2DBE8; // UI value of the raidGraphics setting
const uint64_t RaidGraphicsSSAO = 0x02C2DBF0; // UI value of the raidGraphics setting
const uint64_t RaidGraphicsSunshafts = 0x02C2DBE0; // UI value of the raidGraphics setting
const uint64_t TeleportMaxNoLoadDist = 0x02C2DC00; // Max teleport distanace without preload
const uint64_t ShadowCull = 0x02C2EE20; // enable shadow frustum culling
const uint64_t ShadowScissor = 0x02C2EE28; // enable scissoring when rendering shadowmaps
const uint64_t ShadowInstancing = 0x02C2EE30; // enable instancing when rendering shadowmaps
const uint64_t FfxGlow = 0x02C32150; // full screen glow effect
const uint64_t FfxDeath = 0x02C32158; // full screen death desat effect
const uint64_t FfxNether = 0x02C32160; // full screen nether effect
const uint64_t FfxVenari = 0x02C32168; // full screen Cloak of Ven'ari effect
const uint64_t FfxLingeringVenari = 0x02C32170; // full screen Lingering Cloak of Ven'ari effect
const uint64_t DisableAutoRealmSelect = 0x02C327F0; // Disable automatically selecting a realm on login
const uint64_t InitialRealmListTimeout = 0x02C327F8; // How long to wait for the initial realm list before failing login (in seconds)
const uint64_t WebChallengeURLTimeout = 0x02C32800; // How long to wait for the web challenge URL (in seconds). 0 means wait forever.
const uint64_t CursorFreelookStartDelta = 0x02C53938; // Fraction of the screen the cursor must move to start freelook after mouse button goes down
const uint64_t CursorFreelookCentering = 0x02C53940; // Center the cursor when using Mouse freelook
const uint64_t CursorStickyCentering = 0x02C53948; // Make the centered position stick after freelook; Don't restore previous cursor position
const uint64_t CursorCenteredYPos = 0x02C53950; // 0-1 vertical position of centered cursor/targeting (0 at bottom)
const uint64_t EnableWowMouse = 0x02C53930; // Enable Steelseries World of Warcraft Mouse
const uint64_t GamePadSingleActiveID = 0x02C53A10; // ID of single GamePad device to use. 0 = Use all devices' combined input
const uint64_t GamePadStickAxisButtons = 0x02C53A20; // Enables virtual buttons for the GamePad stick cardinal directions
const uint64_t GamePadEmulateAlt = 0x02C53980; // GamePad button that should emulate the Alt key
const uint64_t GamePadEmulateCtrl = 0x02C53988; // GamePad button that should emulate the Ctrl key
const uint64_t GamePadEmulateShift = 0x02C53990; // GamePad button that should emulate the Shift key
const uint64_t GamePadEmulateTapWindowMs = 0x02C53A18; // GamePad buttons emulating Ctrl/Alt/Shift will be 'tapped' if released withing this time in MS
const uint64_t GamePadCursorLeftClick = 0x02C53A28; // GamePad button that should emulate mouse Left Click while controlling the mouse cursor
const uint64_t GamePadCursorRightClick = 0x02C53A30; // GamePad button that should emulate mouse Right Click while controlling the mouse cursor
const uint64_t GamePadCursorSpeedStart = 0x02C53A38; // Speed of GamePad cursor when it starts moving
const uint64_t GamePadCursorSpeedAccel = 0x02C53A40; // Acceleration of GamePad cursor per second as it continues to move
const uint64_t GamePadCursorSpeedMax = 0x02C53A48; // Top speed of GamePad cursor movement
const uint64_t GamePadCursorAutoEnable = 0x02C53A50; // Auto enable GamePad cursor control when opening UIs that may need it
const uint64_t GamePadCursorOnLogin = 0x02C53A58; // Enable GamePad cursor control on login and character screens
const uint64_t GamePadCursorCentering = 0x02C53998; // When using GamePad, center the cursor
const uint64_t GamePadCursorCenteredEmulation = 0x02C53A60; // When cursor is centered for GamePad movement, also emulate mouse clicks
const uint64_t GamePadCursorAutoDisableSticks = 0x02C53A68; // GamePad cursor control will auto-disable on stick input (0=none, 1=movement, 2=movement+cursor)
const uint64_t GamePadOverlapMouseMs = 0x02C539A0; // Duration after gamepad+mouse input to switch to just one or the other.
const uint64_t GamePadCursorAutoDisableJump = 0x02C539A8; // GamePad cursor control will auto-disable when you jump
const uint64_t GamePadCursorPushCamera = 0x02C53A70; // Rate for GamePad controlled cursor to push/turn camera when at edge of window
const uint64_t GamePadCursorForTargeting = 0x02C539B0; // Enable GamePad controlled cursor for spell targeting (1=enable, 2=start-at-target)
const uint64_t GamePadTouchCursorEnable = 0x02C53A78; // Enable cursor control with GamePad's touch pad
const uint64_t GamePadAnalogMovement = 0x02C53A80; // Enable analog movement in any direction, rather than just the 8 cardinal directions
const uint64_t GamePadRunThreshold = 0x02C53A88; // 0-1 Amount of stick movement before character transitions from walk to run
const uint64_t GamePadTurnWithCamera = 0x02C539B8; // Turn character to match when camera facing is changed (1=in-combat, 2=always)
const uint64_t GamePadFaceMovementMaxAngle = 0x02C53A90; // Max movement to camera angle to face movement direction instead of camera direction. 0 = always, 180 = never (115 allows using strafe with quick turn around)
const uint64_t GamePadFaceMovementMaxAngleCombat = 0x02C53A98; // Max movement to camera angle to face movement direction instead of camera direction, in combat. 0 = always, 180 = never (115 allows using strafe with quick turn around)
const uint64_t GamePadTankTurnSpeed = 0x02C53AA0; // If non-zero, character turns like a tank from GamePad movement
const uint64_t GamePadCameraYawSpeed = 0x02C53AA8; // Yaw speed of GamePad camera turning left/right
const uint64_t GamePadCameraPitchSpeed = 0x02C53AB0; // Pitch speed of GamePad camera moving up/down
const uint64_t GamePadCameraLookMaxPitch = 0x02C53AB8; // Max pitch 'Look' stick can adjust camera angle
const uint64_t GamePadCameraLookMaxYaw = 0x02C53AC0; // Max yaw 'Look' stick can adjust camera angle
const uint64_t GamePadVibrationStrength = 0x02C53AC8; // GamePad vibration effect strength
const uint64_t GamePadFactionColor = 0x02C53AD0; // Enable setting GamePad's led color to match current faction
const uint64_t GamePadEnable = 0x02C53978; // Whether GamePad input should be enabled
const uint64_t GamePadTouchCursorMoveThreshold = 0x02C55700; // Change before touchpad moves the cursor (larger for easier taps)
const uint64_t GamePadTouchCursorAccel = 0x02C55708; // Cursor acceleration for touchpad control
const uint64_t GamePadTouchCursorSpeed = 0x02C55710; // Cursor speed for touchpad control
const uint64_t GamePadTouchTapButtons = 0x02C55718; // Enable touch tap to press TouchPad buttons.
const uint64_t GamePadTouchTapMaxMs = 0x02C55720; // Max time in ms for a touch to register a tap/click
const uint64_t GamePadTouchTapOnlyClick = 0x02C55728; // Only use taps for cursor clicks, do not use tap presses
const uint64_t GamePadTouchTapRightClick = 0x02C55730; // Taps for cursor clicks are right clicks instead of left clicks
const uint64_t TelemetryTargetPackage = 0x02C55C18; // The Package we want to send telemetry to e.g. Wow_Mainline or Wow_Classic
const uint64_t ServerAlert = 0x02C56190; // Get the glue-string tag for the URL
const uint64_t AuroraClientRequestSuffix = 0x02C561A8; // Set the suffix used for Aurora client requests
const uint64_t SynchronizeSettings = 0x02C56D68; // Whether client settings should be stored on the server
const uint64_t ForceEnglishNames = 0x02C9ED78;
const uint64_t WorldTextStartPosRandomness = 0x02C9F280;
const uint64_t WorldTextScreenY = 0x02C9F240;
const uint64_t WorldTextCritScreenY = 0x02C9F248;
const uint64_t WorldTextRandomXY = 0x02C9F250;
const uint64_t WorldTextRandomZMin = 0x02C9F258;
const uint64_t WorldTextRandomZMax = 0x02C9F260;
const uint64_t WorldTextNonRandomZ = 0x02C9F268;
const uint64_t WorldTextGravity = 0x02C9F288;
const uint64_t WorldTextRampPow = 0x02C9F290;
const uint64_t WorldTextRampPowCrit = 0x02C9F298;
const uint64_t WorldTextRampDuration = 0x02C9F2A0;
const uint64_t WorldTextScale = 0x02C9F2A8;
const uint64_t WorldTextMinSize = 0x02C9F270;
const uint64_t WorldTextMinAlpha = 0x02C9F278;
const uint64_t WeaponTrailUseGPUStrip = 0x02C9F8A8;
const uint64_t ClientCastDebug = 0x02CB07A8; // debug client cast allocation
const uint64_t PreemptiveCastEnable = 0x02CB07A0; // Enable preemptive triggering of cast visuals based on spell release timing
const uint64_t ObjectSelectionCircle = 0x02CB8878;
const uint64_t OutlineMouseOverFadeDuration = 0x02CB89F8;
const uint64_t OutlineSoftInteractFadeDuration = 0x02CB8A00;
const uint64_t OutlineSelectionFadeDuration = 0x02CB8A08;
const uint64_t Showfootprintparticles = 0x02CB8A40; // toggles rendering of footprint particles
const uint64_t PathSmoothing = 0x02CB8A48; // NPC will round corners on ground paths
const uint64_t FlightAngleLookAhead = 0x02CB8A50; // Enables more dynamic attitude adjustments while flying
const uint64_t CloakFixEnabled = 0x02CB8A58;
const uint64_t DebugTorsoTwist = 0x02CB8A60; // Debug visualization for Torso Twist: 1 = Player, 2 = Target, 3 = All
const uint64_t MaxObservedPetBattles = 0x02CC6598; // Maximum number of observed pet battles
const uint64_t SmoothUnitPhasing = 0x02CC65E8; // The client will try to smoothly switch between the same on model different phases.
const uint64_t SmoothUnitPhasingDistThreshold = 0x02CC65F0; // Distance threshold to active smooth unit phasing.
const uint64_t SmoothUnitPhasingUnseenPurgatoryTimeMs = 0x02CC65F8; // Time to keep unit displays in purgatory before letting go of them, if they were just unseen.
const uint64_t SmoothUnitPhasingDestroyedPurgatoryTimeMs = 0x02CC6600; // Time to keep unit displays in purgatory before letting go of them, if they were destroyed
const uint64_t SmoothUnitPhasingActorPurgatoryTimeMs = 0x02CC6608; // Time to keep client-actor displays in purgatory before letting go of them, if they were despawned
const uint64_t SmoothUnitPhasingEnableAlive = 0x02CC6610; // Use units that have not despawn yet if they match, in hopes the despawn message will come later.
const uint64_t SmoothUnitPhasingAliveTimeoutMs = 0x02CC6618; // Time to wait for an alive unit to get it's despawn message
const uint64_t SmoothUnitPhasingVehicleExtraTimeoutMs = 0x02CC6620; // Extra time to wait before releasing a vehicle, after it has smooth phased. This allows it's passengers to smooth phase as well.
const uint64_t ImpactModelCollisionMelee = 0x02CD5938; // Enable model collision checks for melee impact effects
const uint64_t ImpactModelCollisionRanged = 0x02CD5940; // Enable model collision checks for ranged attack impact effects
const uint64_t ImpactModelCollisionMissile = 0x02CD5948; // Enable model collision checks for missile impact effects
const uint64_t SpellClutterRangeConstant = 0x02CD5A38; // The number of yards before the priority is doubled (min 1.0)
const uint64_t SpellClutterRangeConstantRaid = 0x02CD5A40; // The number of yards before the priority is doubled (min 1.0) in a raid
const uint64_t SpellClutterPlayerScalarMultiplier = 0x02CD5A48; // Increases number of effects on "interesting" targets multiplicatively (min 0.1)
const uint64_t SpellClutterDefaultTargetScalar = 0x02CD5A50; // Starting target scalar value (min 0.1)
const uint64_t SpellClutterPartySizeScalar = 0x02CD5A58; // Scales the targetScalar by how different the party size is from this (min 1)
const uint64_t SpellClutterHostileScalar = 0x02CD5A60; // Scalar we apply to the hostile creature spells (min 0.001)
const uint64_t SpellClutterMinSpellCount = 0x02CD5A68; // Min spells on a target before we apply clutter logic (min 0)
const uint64_t SpellClutterMinWeaponTrailCount = 0x02CD5A70; // Min weaponTrails in the scene before we apply clutter logic (min 0)
const uint64_t BodyQuota = 0x02CD5AA0; // Maximum number of componented bodies seen at once
const uint64_t TaintLog = 0x02D3FF10; // Whether taint logging is enabled
const uint64_t ScriptProfile = 0x02D3FF20; // Whether or not script profiling is enabled
const uint64_t DeselectOnClick = 0x02D3FF28; // Clear the target when clicking on terrain
const uint64_t AutoInteract = 0x02D3FF30; // Toggles auto-move to interact target
const uint64_t AutoStand = 0x02D3FF38; // Automatically stand when needed
const uint64_t AutoDismount = 0x02D3FF40; // Automatically dismount when needed
const uint64_t AutoDismountFlying = 0x02D3FF48; // If enabled, your character will automatically dismount before casting while flying
const uint64_t AutoUnshift = 0x02D3FF50; // Automatically leave shapeshift form when needed
const uint64_t AutoClearAFK = 0x02D3FF58; // Automatically clear AFK when moving or chatting
const uint64_t BlockTrades = 0x02D3FF68; // Whether to automatically block trade requests
const uint64_t BlockChannelInvites = 0x02D3FF70; // Whether to automatically block chat channel invites
const uint64_t LootUnderMouse = 0x02D3FF70; // Whether the loot window should open under the mouse
const uint64_t AutoLootDefault = 0x02D3FF78; // Automatically loot items when the loot window opens
const uint64_t AutoLootRate = 0x02D3FE10; // Rate in milliseconds to tick auto loot
const uint64_t AlwaysCompareItems = 0x02D40260; // Always show item comparison tooltips
const uint64_t BreakUpLargeNumbers = 0x02D40260; // Toggles using commas in large numbers
const uint64_t SuperTrackerDist = 0x02D40268;
const uint64_t SpellBookSort = 0x02D40270;
const uint64_t TrackerSorting = 0x02D40220; // sorting option for the objectives tracker
const uint64_t TrackerFilter = 0x02D3FF80; // filter option for the objectives tracker
const uint64_t InteractOnLeftClick = 0x02D3FF80; // Test CVar for interacting with NPC's on left click
const uint64_t InteractQuestItems = 0x02D3FE18; // Enable Quest Item use as an interaction
const uint64_t AssistAttack = 0x02D3FF88; // Whether to start attacking after an assist
const uint64_t AutoSelfCast = 0x02D3FF90; // Whether spells should automatically be cast on you if you don't have a valid target
const uint64_t StopAutoAttackOnTargetChange = 0x02D3FF98; // Whether to stop attacking when changing targets
const uint64_t ShowTargetOfTarget = 0x02D3FFA0; // Whether the target of target frame should be shown
const uint64_t ShowTargetCastbar = 0x02D3FFA8; // Show the spell your current target is casting
const uint64_t ShowVKeyCastbar = 0x02D3FFB0; // If the V key display is up for your current target, show the enemy cast bar with the target's health bar in the game field
const uint64_t ShowVKeyCastbarOnlyOnTarget = 0x02D3FFB8;
const uint64_t ShowVKeyCastbarSpellName = 0x02D3FFC0;
const uint64_t DoNotFlashLowHealthWarning = 0x02D3FFC8; // Do not flash your screen red when you are low on health.
const uint64_t SpellQueueWindow = 0x02D3FFC8; // Sets how early you can pre-activate/queue a spell/ability. (In Milliseconds)
const uint64_t RotateMinimap = 0x02D3FFD8; // Whether to rotate the entire minimap instead of the player arrow
const uint64_t MinimapZoom = 0x02D3FFE0; // The current outdoor minimap zoom level
const uint64_t MinimapInsideZoom = 0x02D3FFE8; // The current indoor minimap zoom level
const uint64_t MinimapAltitudeHintMode = 0x02D3FFF0; // Change minimap altitude difference display. 0=none, 1=darken, 2=arrows
const uint64_t ShowMinimapClock = 0x02D3FF18; // Whether to show the clock and time manager features below the minimap frame.
const uint64_t ScriptErrors = 0x02D3FF18; // Whether or not the UI shows Lua errors
const uint64_t ScriptWarnings = 0x02D3FFF8; // Whether or not the UI shows Lua warnings
const uint64_t ScreenEdgeFlash = 0x02D3FFF8; // Whether to show a red flash while you are in combat with the world map up
const uint64_t DisplayFreeBagSlots = 0x02D40000; // Whether or not the backpack button should indicate how many inventory slots you've got free
const uint64_t DisplayWorldPVPObjectives = 0x02D40008; // Whether to show world PvP objectives
const uint64_t OverrideScreenFlash = 0x02D3FE20; // Overrides fade color options so that it always fades to black
const uint64_t SpeechToText = 0x02D3FF00; // Allows enabling transcription on a voice channel in order to see written text based on the words spoken by other players
const uint64_t TextToSpeech = 0x02D3FF08; // Reads chat text out loud using the voice text to speech system based on the selected options
const uint64_t StreamStatusMessage = 0x02D40010; // Whether to display status messages while streaming content
const uint64_t EmphasizeMySpellEffects = 0x02D40010; // Whether other player's spell impacts are toned down or not.
const uint64_t AllowCompareWithToggle = 0x02D402C8;
const uint64_t CountdownForCooldowns = 0x02D402C8; // Whether to use number countdown instead of radial swipe for action button cooldowns or not.
const uint64_t MapFade = 0x02D40210; // Whether to fade out the world map when moving
const uint64_t TrackQuestSorting = 0x02D40210; // Whether to sort the last tracked quest to the top of the quest tracker or use proximity sorting
const uint64_t ProfanityFilter = 0x02D40018; // Whether to enable mature language filtering
const uint64_t SpamFilter = 0x02D40020; // Whether to enable spam filtering
const uint64_t ShowLootSpam = 0x02D40028; // Whether to show full loot rolls in chat.
const uint64_t ChatBubbles = 0x02D40030; // Whether to show in-game chat bubbles
const uint64_t ChatBubblesParty = 0x02D40038; // Whether to show in-game chat bubbles for party chat
const uint64_t RemoveChatDelay = 0x02D40040; // Remove Chat Hover Delay
const uint64_t GuildShowOffline = 0x02D40048; // Show offline guild members in the guild UI
const uint64_t GuildMemberNotify = 0x02D40050; // Receive notification when guild members log on/off
const uint64_t GuildRewardsUsable = 0x02D40058; // Show usable guild rewards only
const uint64_t GuildRewardsCategory = 0x02D40060; // Show category of guild rewards
const uint64_t ChatMouseScroll = 0x02D402E0; // Whether the user can use the mouse wheel to scroll through chat
const uint64_t EnableTwitter = 0x02D402E0; // Whether Twitter integration is enabled
const uint64_t TwitterGetConfigTime = 0x02D40300; // Last time that we got Twitter configuration data successfully
const uint64_t TwitterShortUrlLength = 0x02D402E8; // Number of characters that non-https URLS get shortened to
const uint64_t TwitterShortUrlLengthHttps = 0x02D402F0; // Number of characters that https URLS get shortened to
const uint64_t TwitterCharactersPerMedia = 0x02D402F8; // Number of characters needed when attaching media to a Twitter post
const uint64_t FindYourselfMode = 0x02D3FE90; // Highlight your character. 0 = circle, 1 = circle & outline, 2 = outline
const uint64_t FindYourselfInRaidOnlyInCombat = 0x02D3FE98; // Highlight your character in Raids only when in combat
const uint64_t FindYourselfInBGOnlyInCombat = 0x02D3FEA0; // Highlight your character in Battlegrounds only when in combat
const uint64_t FindYourselfAnywhereOnlyInCombat = 0x02D3FEA8; // Highlight your character only when in combat
const uint64_t FindYourselfInRaid = 0x02D3FEB0; // Always Highlight your character in Raids
const uint64_t FindYourselfInBG = 0x02D3FEB8; // Always Highlight your character in Battlegrounds
const uint64_t FindYourselfAnywhere = 0x02D3FEC0; // Always Highlight your character
const uint64_t EquipmentManager = 0x02D3FEC8; // Enables the equipment management UI
const uint64_t NameplateOtherAtBase = 0x02D3FEC8; // Position other nameplates at the base, rather than overhead
const uint64_t NameplateTargetRadialPosition = 0x02D3FED0; // When target is off screen, position its nameplate radially around sides and bottom. 1: Target Only. 2: All In Combat
const uint64_t AlwaysShowActionBars = 0x02D40068; // Whether to always show the action bar grid
const uint64_t SecureAbilityToggle = 0x02D40068; // Whether you should be protected against accidentally double-clicking an aura
const uint64_t FloatingCombatTextCombatDamage = 0x02D40070; // Display damage numbers over hostile creatures when damaged
const uint64_t FloatingCombatTextCombatDamageStyle = 0x02D3FE28; // No longer used
const uint64_t FloatingCombatTextCombatDamageAllAutos = 0x02D40078; // Show all auto-attack numbers, rather than hiding non-event numbers
const uint64_t FloatingCombatTextCombatDamageDirectionalOffset = 0x02D40080; // Amount to offset directional damage numbers when they start
const uint64_t FloatingCombatTextCombatDamageDirectionalScale = 0x02D40088; // Directional damage numbers movement scale (0 = no directional numbers)
const uint64_t FloatingCombatTextCombatLogPeriodicSpells = 0x02D40090; // Display damage caused by periodic effects
const uint64_t FloatingCombatTextPetMeleeDamage = 0x02D40098; // Display pet melee damage in the world
const uint64_t FloatingCombatTextPetSpellDamage = 0x02D400A0; // Display pet spell damage in the world
const uint64_t FloatingCombatTextCombatHealing = 0x02D400A8; // Display amount of healing you did to the target
const uint64_t FloatingCombatTextFloatMode = 0x02D400B0; // The combat text float mode
const uint64_t EnablePetBattleFloatingCombatText = 0x02D400B0; // Whether to show floating combat text for pet battles
const uint64_t UseCompactPartyFrames = 0x02D3FFD0; // Use the new raid frames for parties
const uint64_t BuffDurations = 0x02D3FFD0; // Whether to show buff durations
const uint64_t NoBuffDebuffFilterOnTarget = 0x02D40230; // Do not filter buffs or debuffs at all on targets
const uint64_t ShowToastOnline = 0x02D40230; // Whether to show Battle.net message for friend coming online
const uint64_t ShowToastOffline = 0x02D40238; // Whether to show Battle.net message for friend going offline
const uint64_t ShowToastBroadcast = 0x02D40240; // Whether to show Battle.net message for broadcasts
const uint64_t ShowToastFriendRequest = 0x02D40228; // Whether to show Battle.net message for friend requests
const uint64_t ShowToastConversation = 0x02D40248; // Whether to show Battle.net message for conversations
const uint64_t ShowToastClubInvitation = 0x02D3FE60; // Whether to show Battle.net message for club invitations
const uint64_t AlwaysShowBlizzardGroupsTab = 0x02D3FE68; // Always show the Groups tab in the Social Frame, even when the player is not in a Group.
const uint64_t UberTooltips = 0x02D40250; // Show verbose tooltips
const uint64_t ShowTutorials = 0x02D40250; // display tutorials
const uint64_t ShowAllSpellRanks = 0x02D40258; // show either all spell ranks, or only the highest rank
const uint64_t CalendarShowHolidays = 0x02D3FE30; // Whether holidays should appear in the calendar
const uint64_t CalendarShowWeeklyHolidays = 0x02D400B8; // Whether weekly holidays should appear in the calendar
const uint64_t CalendarShowDarkmoon = 0x02D400C0; // Whether Darkmoon Faire holidays should appear in the calendar
const uint64_t CalendarShowBattlegrounds = 0x02D400C8; // Whether Battleground holidays should appear in the calendar
const uint64_t CalendarShowLockouts = 0x02D400D0; // Whether raid lockouts should appear in the calendar
const uint64_t CalendarShowResets = 0x02D400D8; // Whether raid resets should appear in the calendar
const uint64_t NameplateShowEnemies = 0x02D400F8;
const uint64_t NameplateShowEnemyMinions = 0x02D40100;
const uint64_t NameplateShowEnemyPets = 0x02D40108;
const uint64_t NameplateShowEnemyGuardians = 0x02D40110;
const uint64_t NameplateShowEnemyTotems = 0x02D40118;
const uint64_t NameplateShowEnemyMinus = 0x02D40120;
const uint64_t NameplateShowFriends = 0x02D40128;
const uint64_t NameplateShowFriendlyNPCs = 0x02D40130;
const uint64_t NameplateShowFriendlyMinions = 0x02D40138;
const uint64_t NameplateShowFriendlyPets = 0x02D40140;
const uint64_t NameplateShowFriendlyGuardians = 0x02D40148;
const uint64_t NameplateShowFriendlyTotems = 0x02D40150;
const uint64_t NameplateShowAll = 0x02D40158;
const uint64_t NameplateShowDebuffsOnFriendly = 0x02D40160;
const uint64_t EnablePVPNotifyAFK = 0x02D40170; // The ability to shutdown the AFK notification system
const uint64_t ServiceTypeFilter = 0x02D40178; // Which trainer services to show
const uint64_t TalentFrameShown = 0x02D40168; // The talent UI has been shown
const uint64_t TalentPointsSpent = 0x02D40168; // The player has spent a talent point
const uint64_t TimeMgrAlarmEnabled = 0x02D40180; // Toggles whether or not the time manager's alarm will go off
const uint64_t CombatLogRetentionTime = 0x02D40180; // The maximum duration in seconds to retain combat log entries
const uint64_t CombatLogUniqueFilename = 0x02D40188; // Write combat log file with a timestamped name per client launch
const uint64_t CurrencyTokensUnused1 = 0x02D40190; // Currency token types marked as unused.
const uint64_t CurrencyTokensUnused2 = 0x02D40198; // Currency token types marked as unused.
const uint64_t CurrencyTokensBackpack1 = 0x02D401A0; // Currency token types shown on backpack.
const uint64_t CurrencyTokensBackpack2 = 0x02D401A8; // Currency token types shown on backpack.
const uint64_t ShowTokenFrameHonor = 0x02D401B0; // The token UI has shown Honor
const uint64_t PredictedHealth = 0x02D401B0; // Whether or not to use predicted health values in the UI
const uint64_t ThreatWarning = 0x02D401B8; // Whether or not to show threat warning UI (0 = off, 1 = in dungeons, 2 = in party/raid, 3 = always)
const uint64_t ThreatWorldText = 0x02D401C0; // Whether or not to show threat floaters in combat
const uint64_t ThreatShowNumeric = 0x02D401C8; // Whether or not to show numeric threat on the target and focus frames
const uint64_t ThreatPlaySounds = 0x02D401D0; // Whether or not to sounds when certain threat transitions occur
const uint64_t PreviewTalents = 0x02D3FE58; // Toggles the ability to preview talents before spending talent points.
const uint64_t LfgSelectedRoles = 0x02D401E0; // Stores what roles the player is willing to take on.
const uint64_t LfgNewPlayerFriendly = 0x02D401E8; // Stores whether this character wants their group finder listings to be flagged as New Player Friendly.
const uint64_t LfdCollapsedHeaders = 0x02D401E8; // Stores which LFD headers are collapsed.
const uint64_t LfdSelectedDungeons = 0x02D401F0; // Stores which LFD dungeons are selected.
const uint64_t PvpSelectedRoles = 0x02D401F8; // Stores what roles the player will fulfill in a BG.
const uint64_t LfgListSearchLanguages = 0x02D40200; // A simple bitfield for what languages we want to search in.
const uint64_t LastTalkedToGM = 0x02D40208; // Stores the last GM someone was talking to in case they reload the UI while the GM chat window is open.
const uint64_t ColorChatNamesByClass = 0x02D40218; // If enabled, the name of a player speaking in chat will be colored according to his class.
const uint64_t AutoFilledMultiCastSlots = 0x02D40218; // Bitfield that saves whether multi-cast slots have been automatically filled.
const uint64_t DangerousShipyardMissionWarningAlreadyShown = 0x02D40278; // Boolean indicating whether the shipyard's dangerous mission warning has been shown
const uint64_t PetJournalFilters = 0x02D40278; // Bitfield for which collected filters are applied in the pet journal
const uint64_t PetJournalTypeFilters = 0x02D40280; // Bitfield for which type filters are applied in the pet journal
const uint64_t PetJournalSourceFilters = 0x02D40288; // Bitfield for which source filters are applied in the pet journal
const uint64_t PetJournalSort = 0x02D40290; // Sorting value for the pet journal
const uint64_t MountJournalGeneralFilters = 0x02D40298; // Bitfield for which collected filters are applied in the mount journal
const uint64_t MountJournalSourcesFilter = 0x02D402A0; // Bitfield for which source filters are applied in the mount journal
const uint64_t ToyBoxExpansionFilters = 0x02D402A8; // Bitfield for which expansion filters are applied in the toybox
const uint64_t HeirloomCollectedFilters = 0x02D402A8; // Bitfield for which collected filters are applied in the heirloom journal
const uint64_t HeirloomSourceFilters = 0x02D402B0; // Bitfield for which source filters are applied in the heirloom journal
const uint64_t TransmogrifySourceFilters = 0x02D402B8; // Bitfield for which source filters are applied in the wardrobe at the transmogrifier
const uint64_t WardrobeSourceFilters = 0x02D402C0; // Bitfield for which source filters are applied in the wardrobe in the collection journal
const uint64_t DisplayedRAFFriendInfo = 0x02D402D8; // Stores whether we already told a recruited person about their new BattleTag friend
const uint64_t EmitterCombatRange = 0x02D402D8; // Range to stop shoulder/weapon emissions during combat
const uint64_t NonEmitterCombatRange = 0x02D402D0; // Range to stop shoulder/weapon emissions outside combat
const uint64_t SplashScreenBoost = 0x02D3FE80; // Show boost splash screen id
const uint64_t SeenAsiaCharacterUpgradePopup = 0x02D3FE80; // Seen the free character upgrade popup (Asia)
const uint64_t ShowSpectatorTeamCircles = 0x02D3FE88; // Determines if the team color circles are visible while spectating or commentating a wargame
const uint64_t FlashErrorMessageRepeats = 0x02D40308; // Flashes the center screen red error text if the same message is fired.
const uint64_t OutdoorMinAltitudeDistance = 0x02D40308; // Minimum altitude distance for outdoor objects when you are also outdoors before the altitude difference marker displays
const uint64_t GarrisonCompleteTalent = 0x02D40310;
const uint64_t GarrisonCompleteTalentType = 0x02D40318;
const uint64_t AllowDangerousScripts = 0x02D40320;
const uint64_t EnableBlinkApplicationIcon = 0x02D40328; // Allows the client to blink the application icon in the taskbar in Windows, or bounce the application icon in the dock on macOS
const uint64_t Fstack_enabled = 0x02D3FEE0; // 0: Hide Framestack Tooltip (Default), 1: Show Framestack Tooltip.
const uint64_t Fstack_showhidden = 0x02D40330; // 0: Hide Hidden (Default), 1: Show Hidden.
const uint64_t Fstack_showregions = 0x02D40338; // 0: Hide Regions, 1: Show Regions (Default).
const uint64_t Fstack_showanchors = 0x02D40340; // 0: Hide Anchors, 1: Show Anchors (Default).
const uint64_t Fstack_showhighlight = 0x02D3FEE8; // 0: Hide Highlight, 1: Show Highlight (Default).
const uint64_t Fstack_preferParentKeys = 0x02D3FEF0; // 0: Prefer Global Names, 1: Prefer ParentKeys (Default).
const uint64_t Uieditor_enabled = 0x02D3FEF8; // 0: Hide UI Editor (default), 1: Show UI Editor.
const uint64_t CommentatorLossOfControlIconUnitFrame = 0x02D3FF60; // 0: Off, 1: On.
const uint64_t AutoRangedCombat = 0x02D3FF60; // If enabled, your character will automatically switch between auto attack and auto shot.
const uint64_t UiScale = 0x02D400F0; // The current UI scale
const uint64_t UseUiScale = 0x02D400E0; // Whether or not the UI scale should be used
const uint64_t UiScaleMultiplier = 0x02D3FE40; // A multiplier for the default UI scale. -1=determine based on system/monitor DPI, 0.5-2.0=multiplier to use when calculating UI scale. Only applied when useUIScale is 0.
const uint64_t MinimumAutomaticUiScale = 0x02D3FE38; // When to stop automatically scaling the UI down based on higher resolution. Only applied when useUIScale is 0. Classic used 0.9 for this value. Mainline uses 0.64, the same as the hard cap on scaling.
const uint64_t UseHighResolutionUITextures = 0x02D400E8; // Whether to use high resolution UI Textures
const uint64_t POIShiftComplete = 0x02D5A0A8;
const uint64_t IncompleteQuestPriorityThresholdDelta = 0x02D5A0B0;
const uint64_t TTSUseCharacterSettings = 0x02D63CB0; // If character-specific TTS settings are being used.
const uint64_t NameplateMaxDistance = 0x02D64710; // The max distance to show nameplates.
const uint64_t NameplateCommentatorMaxDistance = 0x02D64718; // The max distance to show nameplates when in Commentator Mode.
const uint64_t NameplateTargetBehindMaxDistance = 0x02D64720; // The max distance to show the target nameplate when the target is behind the camera.
const uint64_t NameplateMotion = 0x02D64728; // Defines the movement/collision model for nameplates
const uint64_t NameplateMotionSpeed = 0x02D64730; // Controls the rate at which nameplate animates into their target locations [0.0-1.0]
const uint64_t NameplateOverlapH = 0x02D64738; // Percentage amount for horizontal overlap of nameplates
const uint64_t NameplateOverlapV = 0x02D64740; // Percentage amount for vertical overlap of nameplates
const uint64_t NameplateGlobalScale = 0x02D64748; // Applies global scaling to non-self nameplates, this is applied AFTER selected, min, and max scale.
const uint64_t NameplateMinScale = 0x02D64758; // The minimum scale of nameplates.
const uint64_t NameplateMaxScale = 0x02D64760; // The max scale of nameplates.
const uint64_t NameplateLargerScale = 0x02D64750; // An additional scale modifier for important monsters.
const uint64_t NameplateMinScaleDistance = 0x02D64768; // The distance from the max distance that nameplates will reach their minimum scale.
const uint64_t NameplateMaxScaleDistance = 0x02D64770; // The distance from the camera that nameplates will reach their maximum scale.
const uint64_t NameplateMinAlpha = 0x02D64778; // The minimum alpha of nameplates.
const uint64_t NameplateMaxAlpha = 0x02D64780; // The max alpha of nameplates.
const uint64_t NameplateOccludedAlphaMult = 0x02D64788; // Alpha multiplier of nameplates for occluded targets.
const uint64_t NameplateMinAlphaDistance = 0x02D64790; // The distance from the max distance that nameplates will reach their minimum alpha.
const uint64_t NameplateMaxAlphaDistance = 0x02D64798; // The distance from the camera that nameplates will reach their maximum alpha.
const uint64_t NameplateSelectedScale = 0x02D647A0; // The scale of the selected nameplate.
const uint64_t NameplateSelectedAlpha = 0x02D647A8; // The alpha of the selected nameplate.
const uint64_t NameplateNotSelectedAlpha = 0x02D647B0; // When you have a target, the alpha of other nameplates (not used if value is negative).
const uint64_t ClampTargetNameplateToScreen = 0x02D647B8; // Clamps the target's nameplate to the edges of the screen, even if the target is off-screen.
const uint64_t NameplateSelfScale = 0x02D647C0; // The scale of the self nameplate.
const uint64_t NameplateSelfAlpha = 0x02D647C8; // The alpha of the self nameplate.
const uint64_t NameplateSelfBottomInset = 0x02D647D0; // The inset from the bottom (in screen percent) that the self nameplate is clamped to.
const uint64_t NameplateSelfTopInset = 0x02D647D8; // The inset from the top (in screen percent) that the self nameplate is clamped to.
const uint64_t NameplateOtherBottomInset = 0x02D647E0; // The inset from the bottom (in screen percent) that the non-self nameplates are clamped to.
const uint64_t NameplateOtherTopInset = 0x02D647E8; // The inset from the top (in screen percent) that the non-self nameplates are clamped to.
const uint64_t NameplateLargeBottomInset = 0x02D647F0; // The inset from the bottom (in screen percent) that large nameplates are clamped to.
const uint64_t NameplateLargeTopInset = 0x02D647F8; // The inset from the top (in screen percent) that large nameplates are clamped to.
const uint64_t ColorNameplateNameBySelection = 0x02D64800; // Color the names above nameplates based on the object.
const uint64_t NameplateRemovalAnimation = 0x02D64800; // When enabled, nameplates will play a brief shrinking animation when disappearing.
const uint64_t NamePlateVerticalScale = 0x02D64808; // Applied to vertical size of all nameplates.
const uint64_t NameplatePersonalShowAlways = 0x02D64808; // Determines if the the personal nameplate is always shown.
const uint64_t NameplatePersonalShowInCombat = 0x02D64810; // Determines if the the personal nameplate is shown when you enter combat.
const uint64_t NameplatePersonalShowWithTarget = 0x02D64818; // Determines if the personal nameplate is shown when selecting a target. 0 = targeting has no effect, 1 = show on hostile target, 2 = show on any target
const uint64_t NameplatePersonalHideDelaySeconds = 0x02D64820; // Determines the length of time in seconds that the personal nameplate will be visible after no visibility conditions are met.
const uint64_t NameplatePersonalHideDelayAlpha = 0x02D64828; // Determines the alpha of the personal nameplate after no visibility conditions are met (during the period of time specified by NameplatePersonalHideDelaySeconds).
const uint64_t EnableSourceLocationLookup = 0x02D64FC0; // Allows addon file name lookup for debugging help
const uint64_t RuneSpentFlashTime = 0x02D652C4; // Adjust the time the rune flash takes to fade out
const uint64_t RuneSpentFadeTime = 0x02D652C4; // Adjust the time the base rune takes to fade out after the rune flash fades out
const uint64_t AutojoinPartyVoice = 0x02D85DD8; // Automatically join the voice session in party/raid chat
const uint64_t AutojoinBGVoice = 0x02D85DE0; // Automatically join the voice session in battleground chat
const uint64_t PushToTalkSound = 0x02D85DE8; // Play a sound when voice recording activates and deactivates
const uint64_t VoiceCommunicationMode = 0x02D85DF0; // Which communication mode to use for voice chat: push-to-talk, open mic, etc...
const uint64_t VoiceOutputVolume = 0x02D85E10; // The volume of incoming voice chat, how loud other users' voices sound
const uint64_t VoiceInputVolume = 0x02D85E00; // The gain applied to your microphone, helps change your speaking volume from other users' perspectives, larger values are louder.
const uint64_t VoiceVADSensitivity = 0x02D85E18; // How sensitive voice activity detection is. Value ranges from 0 to 100, smaller values will transmit at a lower noise threshold.
const uint64_t VoiceInputDevice = 0x02D85DF8; // Which deviceID you would like to use to pick up the sound of your wonderful voice, usually a microphone of some kind, empty string is system default
const uint64_t VoiceOutputDevice = 0x02D85E08; // Which deviceID you would like to use to transmit the sound of other users' wonderful voices, usually a speakers of some kind, empty string is system default
const uint64_t VoiceEnableWhenGameIsInBG = 0x02D85E20; // Enable Voice Chat when game is in background
const uint64_t VoicePushToTalkKeybind = 0x02D85E28; // Push to talk key
const uint64_t VoiceSelfDeafened = 0x02D85E30; // Voice Chat Self Deafened
const uint64_t VoiceSelfMuted = 0x02D85E38; // Voice Chat Self Muted
const uint64_t VoiceChatMasterVolumeScale = 0x02D85E40; // Voice Chat audio ducking, applied as a scale to the game's master volume when somebody is speaking in voice chat
const uint64_t RemoteTextToSpeech = 0x02D85E58; // Enables typing into a voice chat window to speak to other players using the text to speech system
const uint64_t RemoteTextToSpeechVoice = 0x02D85E60; // Voice option used with Speak for Me where you can send text to speech to other players in voice chat
const uint64_t CameraKeepCharacterCentered = 0x02D8CEE0; // Motion sickness control to keep character's head at center of screen to act as motion reference point. Can override other cvar settings.
const uint64_t CameraReduceUnexpectedMovement = 0x02D8CEF0; // Motion sickness control to reduce camera movement without player input. Can override other cvar settings.
const uint64_t ShakeStrengthCamera = 0x02D8CF00; // Motion sickness control for how much effects can shake the camera
const uint64_t ShakeStrengthUI = 0x02D8CF10; // Motion sickness control for how much effects can shake in 2D UI
const uint64_t CameraSavedDistance = 0x02D8CE80;
const uint64_t CameraSavedVehicleDistance = 0x02D8CE90;
const uint64_t CameraSavedPetBattleDistance = 0x02D8CEA0;
const uint64_t CameraSavedPitch = 0x02D8CEB0;
const uint64_t MouseInvertYaw = 0x02D8CEC0;
const uint64_t MouseInvertPitch = 0x02D8CED0;
const uint64_t CameraFov = 0x02D8CF20; // Default camera field of view
const uint64_t CameraBobbing = 0x02D8CF30;
const uint64_t Test_cameraHeadMovementStrength = 0x02D8CF40;
const uint64_t Test_cameraHeadMovementRangeScale = 0x02D8CF70;
const uint64_t Test_cameraHeadMovementMovingStrength = 0x02D8CF50;
const uint64_t Test_cameraHeadMovementStandingStrength = 0x02D8CF60;
const uint64_t Test_cameraHeadMovementMovingDampRate = 0x02D8CF80;
const uint64_t Test_cameraHeadMovementStandingDampRate = 0x02D8CF90;
const uint64_t Test_cameraHeadMovementFirstPersonDampRate = 0x02D8CFA0;
const uint64_t Test_cameraHeadMovementDeadZone = 0x02D8CFB0;
const uint64_t Test_cameraDynamicPitch = 0x02D8CFC0;
const uint64_t Test_cameraDynamicPitchBaseFovPad = 0x02D8CFD0;
const uint64_t Test_cameraDynamicPitchBaseFovPadFlying = 0x02D8CFE0;
const uint64_t Test_cameraDynamicPitchBaseFovPadDownScale = 0x02D8CFF0;
const uint64_t Test_cameraDynamicPitchSmartPivotCutoffDist = 0x02D8D000;
const uint64_t Test_cameraOverShoulder = 0x02D8D010;
const uint64_t Test_cameraTargetFocusEnemyEnable = 0x02D8D020;
const uint64_t Test_cameraTargetFocusEnemyStrengthPitch = 0x02D8D030;
const uint64_t Test_cameraTargetFocusEnemyStrengthYaw = 0x02D8D040;
const uint64_t Test_cameraTargetFocusInteractEnable = 0x02D8D050;
const uint64_t Test_cameraTargetFocusInteractStrengthPitch = 0x02D8D060;
const uint64_t Test_cameraTargetFocusInteractStrengthYaw = 0x02D8D070;
const uint64_t CameraZoomSpeed = 0x02D8D080;
const uint64_t CameraDistanceRateMult = 0x02D8D090;
const uint64_t CameraPitchMoveSpeed = 0x02D8D0A0;
const uint64_t CameraYawMoveSpeed = 0x02D8D0C0;
const uint64_t CameraBobbingSmoothSpeed = 0x02D8D0D0;
const uint64_t CameraFoVSmoothSpeed = 0x02D8D0E0;
const uint64_t CameraGroundSmoothSpeed = 0x02D8D0F0;
const uint64_t CameraPitchSmoothSpeed = 0x02D8D100;
const uint64_t CameraTargetSmoothSpeed = 0x02D8D110;
const uint64_t CameraYawSmoothSpeed = 0x02D8D120;
const uint64_t CameraViewBlendStyle = 0x02D8D130;
const uint64_t CameraView = 0x02D8D140;
const uint64_t CameraSmooth = 0x02D8D310;
const uint64_t CameraSmoothPitch = 0x02D8D320;
const uint64_t CameraSmoothYaw = 0x02D8D340;
const uint64_t CameraSmoothStyle = 0x02D8D350;
const uint64_t CameraSmoothTrackingStyle = 0x02D8D330;
const uint64_t CameraCustomViewSmoothing = 0x02D8D300;
const uint64_t CameraZSmooth = 0x02D8D9A0; // Smooths camera vertical movement. 1 = only while moving, 2 = also while standing still
const uint64_t CameraTerrainTilt = 0x02D8D9B0;
const uint64_t CameraTerrainTiltTimeMin = 0x02D8E320;
const uint64_t CameraTerrainTiltTimeMax = 0x02D8E330;
const uint64_t CameraWaterCollision = 0x02D8E340;
const uint64_t CameraHeightIgnoreStandState = 0x02D8E350;
const uint64_t CameraPivot = 0x02D8E360;
const uint64_t CameraPivotDXMax = 0x02D8E370;
const uint64_t CameraPivotDYMin = 0x02D8E380;
const uint64_t CameraDive = 0x02D8E390;
const uint64_t CameraSurfacePitch = 0x02D8E3A0;
const uint64_t CameraSubmergePitch = 0x02D8E3B0;
const uint64_t CameraDistanceMaxZoomFactor = 0x02D8E3C0;
const uint64_t CameraPitchSmoothMin = 0x02D8E3D0;
const uint64_t CameraPitchSmoothMax = 0x02D8E3E0;
const uint64_t CameraYawSmoothMin = 0x02D8E3F0;
const uint64_t CameraYawSmoothMax = 0x02D8E400;
const uint64_t CameraSmoothTimeMin = 0x02D8E410;
const uint64_t CameraSmoothTimeMax = 0x02D8E420;
const uint64_t GxAdapter = 0x02FCE070; // Set which GPU to use. See GxListGPUs for valid names (empty string to let client choose)
const uint64_t ForceAllowAero = 0x02FCE078; // Force Direct X 12 on Windows 7 to not disable Aero theme. You are opting into crashing in some edge cases
const uint64_t GxPrismEnabled = 0x02FCE078; // 0: Prism backends Disabled. 1: Default Prism backends Enabled. 2: Experimental Prism backends Enabled.
const uint64_t DriverVersionCheck = 0x02FCE080;
const uint64_t SceneOcclusionEnable = 0x0430FFE8; // Scene software occlusion
const uint64_t AssaoNormals = 0x04310018; // Use Normals for ASSAO
const uint64_t AssaoRadius = 0x04310020; // ASSAO Radius [0.0, ~ ] World (view) space size of the occlusion sphere
const uint64_t AssaoShadowMult = 0x04310028; // ASSAO Shadow Multiplier [0.0, 5.0] Effect strength linear multiplier
const uint64_t AssaoShadowPower = 0x04310030; // ASSAO Shadow Power [0.5, 5.0] Effect strength pow modifier
const uint64_t AssaoShadowClamp = 0x04310038; // ASSAO Shadow Clamp [0.0, 1.0]
const uint64_t AssaoHorizonAngleThresh = 0x04310040; // ASSAO Horizon Angle Thresh [0.0, 0.2] Limits self-shadowing
const uint64_t AssaoFadeOutFrom = 0x04310048; // ASSAO Fade Out From [0.0, ~ ] Distance to start start fading out the effect.
const uint64_t AssaoFadeOutTo = 0x04310050; // ASSAO Fade Out To [0.0, ~ ] Distance at which the effect is faded out.
const uint64_t AssaoAdaptiveQualityLimit = 0x04310058; // ASSAO Adaptive Quality Limit [0.0, 1.0] (only for Quality Level 3)
const uint64_t AssaoBlurPassCount = 0x04310060; // ASSAO Blur Pass Count [ 0, 6] Number of edge-sensitive smart blur passes to apply. Quality 0 is an exception with only one 'dumb' blur pass used.
const uint64_t AssaoSharpness = 0x04310068; // ASSAO Sharpness [0.0, 1.0] (How much to bleed over edges; 1: not at all, 0.5: half-half; 0.0: completely ignore edges)
const uint64_t AssaoTemporalSSAngleOffset = 0x04310070; // ASSAO Temporal Super Sampling Angle Offset [0.0, PI] Used to rotate sampling kernel; If using temporal AA / supersampling, suggested to rotate by ( (frame%3)/3.0*PI ) or similar. Kernel is already symmetrical, which is why we use PI and not 2*PI.
const uint64_t AssaoTemporalSSRadiusOffset = 0x04310078; // ASSAO Temporal Super Sampling Radius Offset [0.0, 2.0] Used to scale sampling kernel; If using temporal AA / supersampling, suggested to scale by ( 1.0f + (((frame%3)-1.0)/3.0)*0.1 ) or similar.
const uint64_t AssaoDetailShadowStrength = 0x04310080; // ASSAO Detail Shadow Strength [0.0, 5.0] Used for high-res detail AO using neighboring depth pixels: adds a lot of detail but also reduces temporal stability (adds aliasing).
const uint64_t CacaoBilateralSimilarityDistanceSigma = 0x04310088; // CACAO Sigma squared value for use in bilateral upsampler giving similarity weighting for neighbouring pixels. Should be greater than 0.0.
const uint64_t SsaoMagicNormals = 0x04310090; // SSAO Use combined GBuffer and face normals; attempts to get the best compromise for architecture, foliage, and characters
const uint64_t SsaoMagicThresholdLow = 0x04310098; // SSAO Low threshold for transitioning from gbuffer to face normal (degrees)
const uint64_t SsaoMagicThresholdHigh = 0x043100A0; // SSAO High threshold for transitioning from gbuffer to face normal (degrees)
const uint64_t ResolvedSSAOType = 0x043100A8;
const uint64_t ViolenceLevel = 0x04310884; // Sets the violence level of the game
}
#endif