@adatechnology/game-characters-three 0.9.3 → 0.9.5

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@@ -1350,8 +1350,8 @@ var GameCharactersThree = (() => {
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  const face = faces[i];
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1351
  f3(face[2] + offset, face[1] + offset, face[0] + offset);
1352
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  }
1353
- const layer = steps + bevelSegments * 2;
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- offset = vlen * layer;
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+ const layer2 = steps + bevelSegments * 2;
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+ offset = vlen * layer2;
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  for (let i = 0; i < flen; i++) {
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  const face = faces[i];
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  f3(face[0] + offset, face[1] + offset, face[2] + offset);
@@ -1682,6 +1682,13 @@ var GameCharactersThree = (() => {
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  } else if (knock2.lying > 0) knock2.lying = Math.max(0, knock2.lying - dt / RISE_SECONDS);
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  return !moving && !knock2.down && knock2.lying === 0;
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  }
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+ var LAUNCHED = "launched";
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+ function takeLaunch(root) {
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+ const velocity = root.userData[LAUNCHED];
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+ if (!velocity) return void 0;
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+ delete root.userData[LAUNCHED];
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+ return { velocity: [velocity[0], velocity[1], velocity[2]], airborne: true, lying: 0, lieLeft: 0, down: true };
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+ }
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  var DEFAULT_COST_ALLOCATION_BYTES = 1024 * 1024;
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  var MISSING_BITS = {
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  head: 1,
@@ -3016,7 +3023,7 @@ var GameCharactersThree = (() => {
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  var PHYSICAL_RULES = physical_default;
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  var PHYSICAL_PENETRATION = {
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  id: "physical",
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- stops: (layer, projectile) => projectile.force <= (layer.ballistic?.resistance ?? 0),
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+ stops: (layer2, projectile) => projectile.force <= (layer2.ballistic?.resistance ?? 0),
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  piercesSkull: (projectile, headResistance) => projectile.force > headResistance
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  };
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  var TEAM_GAME_PENETRATION = {
@@ -3220,23 +3227,23 @@ var GameCharactersThree = (() => {
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  };
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  var LAYERED_PROTECTION_CAP = 0.9;
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  var layeredProtection = ({ layers, attack, conditions }) => {
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- const through = layers.reduce((left, layer) => left * (1 - (layer[attack] ?? 0) * (conditions?.[layer.id] ?? 1)), 1);
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+ const through = layers.reduce((left, layer2) => left * (1 - (layer2[attack] ?? 0) * (conditions?.[layer2.id] ?? 1)), 1);
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  return Math.min(LAYERED_PROTECTION_CAP, 1 - through);
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  };
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- var layersOn = (worn, slots, consumed) => worn.filter((layer) => !consumed.has(layer.id) && layer.slots.some((slot) => slots.includes(slot)));
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+ var layersOn = (worn, slots, consumed) => worn.filter((layer2) => !consumed.has(layer2.id) && layer2.slots.some((slot) => slots.includes(slot)));
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  var protect = ({ layers, projectile, model }) => {
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  let ballistic = 1;
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  let resistance = 0;
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- for (const layer of layers) {
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- const armour = layer.ballistic;
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+ for (const layer2 of layers) {
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+ const armour = layer2.ballistic;
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  if (!armour || !projectile) continue;
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- const stops = model.stops(layer, projectile);
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- if (stops && armour.consumable) return { absorbedBy: layer.id, ballistic: 0, resistance: armour.resistance, limbs: 1, fire: 1 };
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+ const stops = model.stops(layer2, projectile);
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+ if (stops && armour.consumable) return { absorbedBy: layer2.id, ballistic: 0, resistance: armour.resistance, limbs: 1, fire: 1 };
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  ballistic *= stops ? armour.blunt : armour.pass ?? armour.blunt;
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  resistance += armour.resistance;
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  }
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- const limbs = layers.reduce((factor, layer) => factor * (layer.limbs ?? 1), 1);
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- const fire = layers.reduce((factor, layer) => factor * (layer.fire ?? 1), 1);
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+ const limbs = layers.reduce((factor, layer2) => factor * (layer2.limbs ?? 1), 1);
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+ const fire = layers.reduce((factor, layer2) => factor * (layer2.fire ?? 1), 1);
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  return { ballistic, resistance, limbs, fire };
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  };
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  var radiusOf = (part) => part.shape.kind === "box" ? Math.min(...part.shape.size) / 2 : part.shape.radius;
@@ -3490,7 +3497,7 @@ var GameCharactersThree = (() => {
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  };
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  var createDamageCharacter = (core, setup) => {
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  const view = characterView(core);
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- const worn = core.spec.protection.map((id) => setup.protection.get(id)).filter((layer) => layer !== void 0);
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+ const worn = core.spec.protection.map((id) => setup.protection.get(id)).filter((layer2) => layer2 !== void 0);
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  let bleeders = [];
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  let hitCounter = 0;
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  let clock = 0;
@@ -3542,7 +3549,7 @@ var GameCharactersThree = (() => {
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  resistanceOf(part) {
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  const id = resolveSegment(core.body, core.describe(), part, [0, 0, 0]);
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  const layers = layersOn(worn, segmentNode(id).slots, core.body.consumed);
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- const protection = layers.reduce((sum, layer) => sum + (layer.ballistic?.resistance ?? 0), 0);
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+ const protection = layers.reduce((sum, layer2) => sum + (layer2.ballistic?.resistance ?? 0), 0);
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  return segmentResistance({ kind: segmentNode(id).kind, bodyCount: core.spec.bodyCount, protection });
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  },
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  protectionAgainst: (attack, part) => layeredProtection({ layers: layersOn(worn, segmentNode(part).slots, core.body.consumed), attack }),
@@ -4869,7 +4876,7 @@ var GameCharactersThree = (() => {
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  }
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  }
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  });
4872
- const layer = (bytes) => {
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+ const layer2 = (bytes) => {
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  const texture2 = new three.DataTexture(bytes, stride, rows * cellHeight, three.RGBAFormat, three.UnsignedByteType);
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  texture2.minFilter = three.NearestFilter;
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  texture2.magFilter = three.NearestFilter;
@@ -4877,8 +4884,8 @@ var GameCharactersThree = (() => {
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  texture2.needsUpdate = true;
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  return texture2;
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  };
4880
- const texture = layer(pixels);
4881
- const colorTexture = layer(colorPixels);
4887
+ const texture = layer2(pixels);
4888
+ const colorTexture = layer2(colorPixels);
4882
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  return { texture, colorTexture, silhouettes: bodies.length, cellWidth, cellHeight, columns, rows, boxes, pixels, colorPixels, dispose: () => (texture.dispose(), colorTexture.dispose()) };
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  };
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@@ -8568,7 +8575,7 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
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  };
8569
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  };
8570
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8571
- // ../game-audio/dist/chunk-KBTUANNG.js
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+ // ../game-audio/dist/chunk-C2K7XN2K.js
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  var DISTANCE_CURVES = {
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  /** The game's `sfx`: `vol / (1 + d² × 0.004)`, cutoff `/ (1 + d × 0.01)`, silent below 0.01 (jogo L62091–62092, L62101). */
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  game_sfx: { model: "inverse_square", k: 4e-3, cutoffK: 0.01, minGain: 0.01 },
@@ -8785,7 +8792,22 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
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  ["smg_45_auto", 2, "sfx_pistol"],
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  ["weapon_draw", 2],
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  ["suppressor_attach", 3],
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- ["suppressor_detach", 3]
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+ ["suppressor_detach", 3],
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+ ["minigun_loop", 3],
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+ ["smg_5_7x28", 3],
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+ ["mg_belt_adjust", 3],
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+ ["mg_belt_box_attach", 3],
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+ ["mg_cover_open", 3],
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+ ["mg_cover_close", 3],
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+ ["weapon_holster", 3],
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+ ["scope_zoom", 3]
8804
+ ]),
8805
+ ...entries("impactos", [
8806
+ ["knife_hit_wall", 3],
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+ ["helmet_hit", 3],
8808
+ ["vest_hit", 3],
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+ ["headshot", 3],
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+ ["blood_squirt", 3]
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  ]),
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  ...entries("explosoes-fogo", [
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  ["explosion_grenade", 1, "boom"],
@@ -8803,7 +8825,13 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
8803
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  ["grenade_bounce", 1],
8804
8826
  ["c4_plant", 2],
8805
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  ["c4_beep", 2],
8806
- ["c4_disarm", 2]
8828
+ ["c4_disarm", 2],
8829
+ ["c4_disarming_loop", 3],
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+ ["c4_remote_detonate", 3],
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+ ["smoke_grenade_hiss", 3],
8832
+ ["grenade_pin_pull", 3],
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+ ["electric_shock", 3],
8834
+ ["electric_spark", 3]
8807
8835
  ]),
8808
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  ...entries("personagem", [
8809
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  ["footstep_concrete_walk", 1, "sfx_step"],
@@ -8831,7 +8859,13 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
8831
8859
  ["zombie_attack", 1],
8832
8860
  ["zombie_pain", 1],
8833
8861
  ["zombie_claw_hit", 1, "sfx_flesh"],
8834
- ["zombie_claw_miss", 2]
8862
+ ["zombie_claw_miss", 2],
8863
+ ["swing_whoosh", 3],
8864
+ ["heartbeat_critical", 3],
8865
+ ["fall_water", 3],
8866
+ ["fall_damage", 3],
8867
+ ["fall_scream", 3],
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+ ["footstep_glass_walk", 3]
8835
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  ]),
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  ...entries("veiculos", [
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  ["engine_loop_car", 1],
@@ -8841,7 +8875,12 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
8841
8875
  ["car_door_open", 1, "latch"],
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  ["car_door_close", 1, "shut_metal"],
8843
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  ["horn_car", 2, "horn"],
8844
- ["tire_skid_asphalt", 2]
8878
+ ["tire_skid_asphalt", 2],
8879
+ ["jet_flyby", 3],
8880
+ ["helicopter_turbine", 3],
8881
+ ["tire_burnout", 3],
8882
+ ["handbrake_turn", 3],
8883
+ ["siren_police", 3]
8845
8884
  ]),
8846
8885
  ...entries("itens-portas", [
8847
8886
  ["item_pickup_metal", 1],
@@ -8852,7 +8891,27 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
8852
8891
  ["door_creak", 1, "creak_wood"],
8853
8892
  ["door_locked_rattle", 1, "rattle"],
8854
8893
  ["drawer_open", 2, "slide"],
8855
- ["fridge_close", 2, "shut_metal"]
8894
+ ["fridge_close", 2, "shut_metal"],
8895
+ ["inventory_open", 3],
8896
+ ["inventory_close", 3],
8897
+ ["inventory_select", 3],
8898
+ ["inventory_place", 3],
8899
+ ["pickup_chime", 3],
8900
+ ["item_pickup_coins", 3],
8901
+ ["bandage_use", 3],
8902
+ ["bandage_refuse", 3],
8903
+ ["flashlight_toggle", 3],
8904
+ ["gear_draw", 3],
8905
+ ["gear_holster", 3],
8906
+ ["button_press", 3],
8907
+ ["lock_desk_open", 3],
8908
+ ["elevator_move_loop", 3],
8909
+ ["elevator_stop", 3],
8910
+ ["door_sliding", 3],
8911
+ ["door_kick", 3],
8912
+ ["door_wood_break", 3],
8913
+ ["gate_iron_open", 3],
8914
+ ["gate_iron_close", 3]
8856
8915
  ]),
8857
8916
  ...entries("ambiente", [
8858
8917
  ["rain_loop", 2],
@@ -8860,7 +8919,16 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
8860
8919
  ["thunder_near", 2],
8861
8920
  ["thunder_far", 2],
8862
8921
  ["water_splash", 2],
8863
- ["helicopter_loop", 3]
8922
+ ["helicopter_loop", 3],
8923
+ ["bird_flush", 3],
8924
+ ["dog_growl", 3],
8925
+ ["dog_whimper", 3],
8926
+ ["dog_howl", 3],
8927
+ ["zombie_dog_bark", 3],
8928
+ ["zombie_dog_howl_far", 3],
8929
+ ["insect_squash", 3],
8930
+ ["insect_crawl", 3],
8931
+ ["fan_loop", 3]
8864
8932
  ])
8865
8933
  ];
8866
8934
  var SFX_MATERIALS = [
@@ -8942,6 +9010,7 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
8942
9010
  burst: 20,
8943
9011
  burstSpacing: 0.06
8944
9012
  };
9013
+ var CATALOG = new Map([...SFX_CATALOG, ...SFX_IMPACTS].map((entry) => [entry.id, entry]));
8945
9014
  var PT = {
8946
9015
  group: "Som",
8947
9016
  name: "Painel de som (arquivos e C1\u2013C10)",
@@ -9016,9 +9085,9 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
9016
9085
  strengths: { light: "leve", medium: "m\xE9dio", heavy: "forte" },
9017
9086
  states: { file: "A", synth: "S", missing: "F" },
9018
9087
  criteria: { C1: "C1 Sincronia", C2: "C2 Certo p/ a\xE7\xE3o", C3: "C3 Dist\xE2ncia", C4: "C4 Posi\xE7\xE3o", C5: "C5 Varia\xE7\xE3o", C6: "C6 Volume", C7: "C7 Intensidade", C8: "C8 Cauda", C9: "C9 Rajada", C10: "C10 Escuta" },
9019
- metrics: { source: "1 \xB7 Fonte do que tocou", chosen: "1 \xB7 Escolhido", matrix: "2 \xB7 Matriz", last: "\xDAltimo tocado", ab: "4 \xB7 A \xD7 B", blind: "4 \xB7 X", verdicts: "4 \xB7 Prefer\xEAncias", state: "5 \xB7 Medi\xE7\xE3o", count: "1 \xB7 Cat\xE1logo" },
9088
+ metrics: { source: "1 \xB7 Fonte do que tocou", chosen: "1 \xB7 Escolhido", matrix: "2 \xB7 Matriz", last: "\xDAltimo tocado", ab: "4 \xB7 A \xD7 B", blind: "4 \xB7 X", verdicts: "4 \xB7 Prefer\xEAncias", state: "5 \xB7 Medi\xE7\xE3o", count: "1 \xB7 Cat\xE1logo", unlicensed: "1 \xB7 Arquivo sem licen\xE7a" },
9020
9089
  run: { idle: "parada", measuring: "medindo\u2026", done: "pronta", failed: "falhou", recording: "gravando\u2026", recorded: "grava\xE7\xE3o baixada" },
9021
- words: { none: "\u2014", hidden: "? (revele)", prefers: "prefere", approved: "aprovado pelo dono" },
9090
+ words: { none: "\u2014", hidden: "? (revele)", prefers: "prefere", approved: "aprovado pelo dono", local_file: "arquivo do pacote local", sdk_file: "grava\xE7\xE3o do SDK", synth: "s\xEDntese do SDK" },
9022
9091
  sources: { sdk: "SDK", user: "seu som", synth: "sintetizado" },
9023
9092
  probe: "Fonte do som",
9024
9093
  wall: "Parede (oclus\xE3o)",
@@ -9089,9 +9158,9 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
9089
9158
  environments: { indoor: "indoor", outdoor: "outdoor" },
9090
9159
  strengths: { light: "light", medium: "medium", heavy: "heavy" },
9091
9160
  criteria: { C1: "C1 Sync", C2: "C2 Right sound", C3: "C3 Distance", C4: "C4 Position", C5: "C5 Variation", C6: "C6 Level", C7: "C7 Strength", C8: "C8 Tail", C9: "C9 Burst", C10: "C10 Listening" },
9092
- metrics: { source: "1 \xB7 Source of what played", chosen: "1 \xB7 Chosen", matrix: "2 \xB7 Matrix", last: "Last played", ab: "4 \xB7 A \xD7 B", blind: "4 \xB7 X", verdicts: "4 \xB7 Preferences", state: "5 \xB7 Measurement", count: "1 \xB7 Catalogue" },
9161
+ metrics: { source: "1 \xB7 Source of what played", chosen: "1 \xB7 Chosen", matrix: "2 \xB7 Matrix", last: "Last played", ab: "4 \xB7 A \xD7 B", blind: "4 \xB7 X", verdicts: "4 \xB7 Preferences", state: "5 \xB7 Measurement", count: "1 \xB7 Catalogue", unlicensed: "1 \xB7 File without licence" },
9093
9162
  run: { idle: "idle", measuring: "measuring\u2026", done: "done", failed: "failed", recording: "recording\u2026", recorded: "recording downloaded" },
9094
- words: { none: "\u2014", hidden: "? (reveal)", prefers: "prefers", approved: "approved by the owner" },
9163
+ words: { none: "\u2014", hidden: "? (reveal)", prefers: "prefers", approved: "approved by the owner", local_file: "local pack file", sdk_file: "SDK recording", synth: "SDK synthesis" },
9095
9164
  sources: { sdk: "SDK", user: "your sound", synth: "synthesized" },
9096
9165
  probe: "Sound source",
9097
9166
  wall: "Wall (occlusion)",
@@ -9174,6 +9243,66 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
9174
9243
  sources: [`cena:${line}`]
9175
9244
  };
9176
9245
  }
9246
+ var hz = (midi) => 440 * 2 ** ((midi - 69) / 12);
9247
+ var layer = (note, beat, wave, level) => {
9248
+ const [at, midi, beats] = note;
9249
+ const length = beats * beat;
9250
+ return {
9251
+ at: at * beat,
9252
+ duration: length,
9253
+ source: { kind: "osc", wave, frequency: { set: hz(midi) } },
9254
+ envelope: [[0, 1e-4, "set"], [0.01, level, "linear"], [Math.max(0.02, length * 0.9), level * 0.35, "linear"], [length, 1e-4, "exp", "fixed"]]
9255
+ };
9256
+ };
9257
+ function radioTrack(spec) {
9258
+ const beat = 60 / spec.bpm;
9259
+ const recipes = Array.from({ length: spec.bars }, (_, bar) => {
9260
+ const inBar = (notes) => notes.filter((n) => n[0] >= bar * 4 && n[0] < bar * 4 + 4).map((n) => [n[0] - bar * 4, n[1], n[2]]);
9261
+ const layers = [
9262
+ ...inBar(spec.bass).map((n) => layer(n, beat, "triangle", 0.16)),
9263
+ ...inBar(spec.chords).map((n) => layer(n, beat, "sine", 0.05)),
9264
+ ...inBar(spec.melody).map((n) => layer(n, beat, spec.wave, 0.07))
9265
+ ];
9266
+ return { id: `${spec.id}_${bar}`, bus: "world", duration: 4 * beat, layers, falloff: { model: "none" } };
9267
+ });
9268
+ return { song: { id: spec.id, barSeconds: 4 * beat, bars: recipes.map((r) => r.id) }, recipes };
9269
+ }
9270
+ var chord = (bar, root, minor = false) => [[bar * 4, root, 4], [bar * 4, root + (minor ? 3 : 4), 4], [bar * 4, root + 7, 4]];
9271
+ var bassLine = (roots, pattern) => roots.flatMap((root, bar) => pattern.map((b) => [bar * 4 + b, root - 12, 0.9]));
9272
+ var TRACKS = [
9273
+ // a bright pop loop: I–V–vi–IV in C
9274
+ radioTrack({
9275
+ id: "radio_track_pop",
9276
+ bpm: 112,
9277
+ bars: 4,
9278
+ wave: "square",
9279
+ bass: bassLine([48, 55, 57, 53], [0, 1.5, 2, 3]),
9280
+ chords: [...chord(0, 60), ...chord(1, 55), ...chord(2, 57, true), ...chord(3, 53)],
9281
+ melody: [[0, 76, 1], [1, 74, 0.5], [1.5, 72, 1.5], [4, 74, 1], [5, 76, 1], [6, 79, 2], [8, 76, 1], [9, 74, 1], [10, 72, 2], [12, 72, 1], [13, 74, 1], [14, 72, 2]]
9282
+ }),
9283
+ // a syncopated loop in A minor, the bass on the off-beats
9284
+ radioTrack({
9285
+ id: "radio_track_groove",
9286
+ bpm: 100,
9287
+ bars: 4,
9288
+ wave: "triangle",
9289
+ bass: bassLine([57, 62, 64, 57], [0, 0.75, 1.5, 2.5, 3.25]),
9290
+ chords: [...chord(0, 57, true), ...chord(1, 62, true), ...chord(2, 64), ...chord(3, 57, true)],
9291
+ melody: [[0.5, 72, 0.5], [1.25, 76, 0.75], [2.5, 74, 1], [4.5, 77, 0.5], [5.25, 74, 0.75], [6.5, 72, 1.5], [8.5, 71, 0.5], [9.25, 74, 0.75], [10.5, 76, 1.5], [12.5, 72, 0.5], [13.25, 69, 2]]
9292
+ }),
9293
+ // a slow blues-like loop in F with a swung melody
9294
+ radioTrack({
9295
+ id: "radio_track_slow",
9296
+ bpm: 76,
9297
+ bars: 4,
9298
+ wave: "sine",
9299
+ bass: bassLine([53, 58, 53, 60], [0, 2]),
9300
+ chords: [...chord(0, 65), ...chord(1, 58), ...chord(2, 65), ...chord(3, 60)],
9301
+ melody: [[0, 72, 1.5], [1.67, 75, 0.33], [2, 77, 2], [4, 74, 1], [5, 72, 1], [6, 70, 2], [8, 72, 1.5], [9.67, 69, 0.33], [10, 65, 2], [12, 67, 1], [13, 70, 1], [14, 72, 2]]
9302
+ })
9303
+ ];
9304
+ var RADIO_TRACKS = TRACKS.map((t) => t.song);
9305
+ var RADIO_BANK = { id: "vehicle_radio", sounds: TRACKS.flatMap((t) => t.recipes), loops: [] };
9177
9306
  var FOLEY_FALLOFF = {
9178
9307
  model: "inverse_square",
9179
9308
  k: 0.02,
@@ -9780,11 +9909,11 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
9780
9909
  ...s.splash ? [sceneNoise({ type: "bandpass", f: s.splash.f * take.f, f2: s.splash.f2 * take.f, q: 1.4, d: s.splash.d * take.t * weight ** 0.4, vol: s.splash.vol * gait.vol * take.v * weight ** 0.5 })] : []
9781
9910
  ];
9782
9911
  }
9783
- var quieter = (level, layers) => layers.map((layer) => {
9784
- const gain = layer.gain ?? 1;
9785
- if (typeof gain === "number") return { ...layer, gain: gain * level };
9786
- if (Array.isArray(gain)) return { ...layer, gain: [gain[0] * level, gain[1] * level] };
9787
- return layer;
9912
+ var quieter = (level, layers) => layers.map((layer2) => {
9913
+ const gain = layer2.gain ?? 1;
9914
+ if (typeof gain === "number") return { ...layer2, gain: gain * level };
9915
+ if (Array.isArray(gain)) return { ...layer2, gain: [gain[0] * level, gain[1] * level] };
9916
+ return layer2;
9788
9917
  });
9789
9918
  var recipe = (id, layers, falloff, bus = "world") => ({ id, bus, pan: true, layers, falloff, sources: ["sdk"] });
9790
9919
  var takeId = (id, index) => `${id}_${String(index + 1).padStart(2, "0")}`;
@@ -9800,7 +9929,7 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
9800
9929
  (take) => quieter(LANDING_LEVEL, [
9801
9930
  // both feet, a hair apart, then the knees taking the weight (a low body thump) and the clothes settling
9802
9931
  ...footLayers(surface, take, GAITS.run, LANDINGS[landing2].weight),
9803
- ...footLayers(surface, { ...take, v: take.v * 0.6 }, GAITS.run, LANDINGS[landing2].weight * 0.6).map((layer) => ({ ...layer, at: (typeof layer.at === "number" ? layer.at : 0) + 0.018 * take.t })),
9932
+ ...footLayers(surface, { ...take, v: take.v * 0.6 }, GAITS.run, LANDINGS[landing2].weight * 0.6).map((layer2) => ({ ...layer2, at: (typeof layer2.at === "number" ? layer2.at : 0) + 0.018 * take.t })),
9804
9933
  sceneTone({ f: 60 * take.f, f2: 38, d: 0.14 * LANDINGS[landing2].weight * take.t, vol: 0.22 * LANDINGS[landing2].weight ** 0.7 * take.v, delay: 0.02 }),
9805
9934
  sceneNoise({ type: "bandpass", f: [1800, 2600], q: 0.8, d: 0.18, vol: LANDINGS[landing2].cloth * take.v, delay: 0.04 })
9806
9935
  ]),
@@ -9846,7 +9975,7 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
9846
9975
  fall_damage: (take) => [
9847
9976
  ...BODY.body_fall(take),
9848
9977
  sceneNoise({ type: "highpass", f: 2800, d: 0.02, vol: 0.35 * take.v, delay: 0.01 }),
9849
- ...voice({ f0: 170, f1: 110, d: 0.32, fA: 650, fB: 1150, noise: 0.25, vol: 0.32 })(take).map((layer) => ({ ...layer, at: 0.08 }))
9978
+ ...voice({ f0: 170, f1: 110, d: 0.32, fA: 650, fB: 1150, noise: 0.25, vol: 0.32 })(take).map((layer2) => ({ ...layer2, at: 0.08 }))
9850
9979
  ],
9851
9980
  player_hurt: voice({ f0: 150, f1: 105, d: 0.26, fA: 620, fB: 1100, noise: 0.3, vol: 0.35 }),
9852
9981
  player_breath_run: (take) => [
@@ -10634,11 +10763,11 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
10634
10763
  for (const object2 of overlays.values()) object2.parent?.remove(object2);
10635
10764
  overlays.clear();
10636
10765
  };
10637
- const overlayFor = (layer, entry) => {
10766
+ const overlayFor = (layer2, entry) => {
10638
10767
  if (!three) return null;
10639
10768
  const group = new three.Group();
10640
- const material = new three.MeshBasicMaterial({ color: layer === "capsules" ? 4513279 : layer === "joints" ? 16772676 : 16729190, wireframe: layer === "capsules", depthTest: false, transparent: true, opacity: 0.8 });
10641
- if (layer === "capsules") {
10769
+ const material = new three.MeshBasicMaterial({ color: layer2 === "capsules" ? 4513279 : layer2 === "joints" ? 16772676 : 16729190, wireframe: layer2 === "capsules", depthTest: false, transparent: true, opacity: 0.8 });
10770
+ if (layer2 === "capsules") {
10642
10771
  for (const part of entry.character.describe().parts) {
10643
10772
  const shape = part.shape;
10644
10773
  const geometry = shape.kind === "sphere" ? new three.SphereGeometry(shape.radius, 8, 6) : shape.kind === "cylinder" ? new three.CylinderGeometry(shape.radius, shape.radius, shape.height, 8, 1) : new three.BoxGeometry(...shape.size);
@@ -10647,13 +10776,13 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
10647
10776
  if (part.rotation) mesh2.rotation.set(...part.rotation);
10648
10777
  group.add(mesh2);
10649
10778
  }
10650
- } else if (layer === "joints") {
10779
+ } else if (layer2 === "joints") {
10651
10780
  for (const joint of Object.values(entry.character.rig.joints)) {
10652
10781
  const mesh2 = new three.Mesh(new three.SphereGeometry(0.025, 6, 4), material);
10653
10782
  mesh2.position.set(...joint);
10654
10783
  group.add(mesh2);
10655
10784
  }
10656
- } else if (layer === "speed") {
10785
+ } else if (layer2 === "speed") {
10657
10786
  const length = Math.max(0.1, speedOf(entry));
10658
10787
  const arrow = new three.ArrowHelper(new three.Vector3(0, 0, 1), new three.Vector3(0, 2.1, 0), length, 6750054);
10659
10788
  group.add(arrow);
@@ -10664,13 +10793,13 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
10664
10793
  const refreshLayers = () => {
10665
10794
  clearOverlays();
10666
10795
  if (!host?.bench) return;
10667
- for (const layer of ["capsules", "joints", "speed"]) {
10668
- if (!host.bench.layer(layer)) continue;
10796
+ for (const layer2 of ["capsules", "joints", "speed"]) {
10797
+ if (!host.bench.layer(layer2)) continue;
10669
10798
  for (const entry of entries2.values()) {
10670
- const overlay = overlayFor(layer, entry);
10799
+ const overlay = overlayFor(layer2, entry);
10671
10800
  if (!overlay) continue;
10672
10801
  entry.root.add(overlay);
10673
- overlays.set(`${layer}:${entry.id}`, overlay);
10802
+ overlays.set(`${layer2}:${entry.id}`, overlay);
10674
10803
  }
10675
10804
  }
10676
10805
  const eyesOnly = host.bench.layer("eyes_only");
@@ -10678,6 +10807,8 @@ ${accessoryHead}`).replace("{ vec3 _nn = objectNormal; bodyAnim(position, _nn);"
10678
10807
  };
10679
10808
  const animate = (entry, dt) => {
10680
10809
  const { root, character } = entry;
10810
+ const launched = takeLaunch(root);
10811
+ if (launched) entry.knock = launched;
10681
10812
  if (entry.knock) {
10682
10813
  const rig = root.userData.rig;
10683
10814
  const ground = (x, z) => host?.groundAt(x, z) ?? 0;