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Ananta-ps/pkg/protocol/models/game_switch_catalog.go
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package models
import (
"encoding/json"
"sync"
)
var _ = json.RawMessage{}
var _ = sync.Mutex{}
//
// UX.GameSwitch 的全部 public static bool 字段(203 个),
// 由 Assembly-CSharp-ULTIMATE/dump.cs 的 public static class GameSwitch 直接抽取,
// 未改动字段名与顺序。
// 背景(donor notes/gameswitch.md + 我方 dump 复核):
// - UX.GameSwitch 是 C# 静态类,**没有 IL2CPP Lua 绑定**(GameSwitchWrap 0 命中),
// fastpatch 里的 CS.UX.GameSwitch[x] = true 永远静默失败。
// - C# 侧字段**没有默认值**,只能靠 SyncGameSwitchToClient_3(53940944) 下发。
// - 不发这个包的实测后果:ProfilerAetherVehicleGO=false → 街上没车;
// EnableNPCNormalMoveBeta=false → NPC T-pose;
// ProfilerGadget/ProfilerDestructible/ProfilerIntersection=false → 交通灯/路牌/路灯/场景物不可见。
// 取值规则:默认全部 true;仅以下三类显式 false
// 1. Disable* / Forbid* / Block* 前缀 —— 语义是"禁用 X",false 才是启用;
// 2. Debug* —— 调试开关,开着只塞日志和调试物件;
// 3. 防沉迷 / 实名 —— 开着会挡建角色与聊天。
//
type GameSwitchCatalog struct {
Entries []any `json:"entries"`
}