@adatechnology/game-weapons-three 0.17.1 → 0.18.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/assets/weapon-references.json +1385 -0
- package/assets/weapon-svg/CREDITS.md +1 -1
- package/assets/weapon-svg/credits.html +1 -1
- package/assets/weapon-svg/generated/accuracy_l96a1.svg +1 -0
- package/assets/weapon-svg/generated/aks_74u.svg +1 -0
- package/assets/weapon-svg/generated/brass_knuckles.svg +1 -0
- package/assets/weapon-svg/generated/bt_mp9.svg +1 -0
- package/assets/weapon-svg/generated/colt_python.svg +1 -0
- package/assets/weapon-svg/generated/famas.svg +1 -0
- package/assets/weapon-svg/generated/fn_m240b.svg +1 -0
- package/assets/weapon-svg/generated/fn_ps90.svg +1 -0
- package/assets/weapon-svg/generated/fn_scar_l.svg +1 -0
- package/assets/weapon-svg/generated/hk_g36.svg +1 -1
- package/assets/weapon-svg/generated/hk_g36c.svg +1 -1
- package/assets/weapon-svg/generated/hk_g36k.svg +1 -1
- package/assets/weapon-svg/generated/hk_usp.svg +1 -0
- package/assets/weapon-svg/generated/iwi_tavor.svg +1 -0
- package/assets/weapon-svg/generated/kabar.svg +1 -0
- package/assets/weapon-svg/generated/katana.svg +1 -0
- package/assets/weapon-svg/generated/l85a2.svg +1 -0
- package/assets/weapon-svg/generated/m1_garand.svg +1 -0
- package/assets/weapon-svg/generated/m32_mgl.svg +1 -0
- package/assets/weapon-svg/generated/mauser_kar98k.svg +1 -0
- package/assets/weapon-svg/generated/mg42.svg +1 -0
- package/assets/weapon-svg/generated/mossberg_590.svg +1 -0
- package/assets/weapon-svg/generated/mp40.svg +1 -0
- package/assets/weapon-svg/generated/ppsh_41.svg +1 -0
- package/assets/weapon-svg/generated/semtex.svg +1 -0
- package/assets/weapon-svg/generated/sig_sauer_p320.svg +1 -0
- package/assets/weapon-svg/generated/smoke_grenade.svg +1 -0
- package/assets/weapon-svg/generated/vss_vintorez.svg +1 -0
- package/assets/weapon-svg/generated/walther_p99.svg +1 -0
- package/assets/weapon-svg/generated/winchester_1887.svg +1 -0
- package/assets/weapon-svg/manifest.json +108 -0
- package/dist/{chunk-BDYIF7JD.js → chunk-4HWHC6US.js} +9488 -5841
- package/dist/chunk-4HWHC6US.js.map +1 -0
- package/dist/index.d.ts +10 -6
- package/dist/index.global.js +24137 -18534
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +9 -1
- package/dist/index.js.map +1 -1
- package/dist/{testing-BKDGK6cq.d.ts → testing-I8H8oNSD.d.ts} +50 -5
- package/dist/testing.d.ts +1 -1
- package/dist/testing.js +1 -1
- package/package.json +9 -9
- package/dist/chunk-BDYIF7JD.js.map +0 -1
package/dist/index.d.ts
CHANGED
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@@ -1,5 +1,5 @@
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-
import { I as ItemModels, W as WeaponProps, a as WeaponItemModel, M as ModelOptions, b as WeaponModel, c as ModelKit, d as ModelParts, e as ModelFamily, A as AttachmentModelRegistry, L as LaserRaycast } from './testing-
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export { f as AttachmentBuildContext, g as AttachmentModel, h as AttachmentModelBuilder, C as CLASS_REFERENCE_ENERGY, i as COUNTER_ITEM_ID, j as CUES_IN_SAMPLE, k as CasingSound, l as CuePlayed, D as DEFAULT_ENERGY_CURVE, m as DEFAULT_EXPLOSIVES_SCENE, n as DistanceCurve, E as EXPLOSIVES_AREA_ID, o as EXPLOSIVES_TEXT, p as EnergyCurve, q as ExplosivesRoom, r as ExplosivesScene, s as ExplosivesTestModuleOptions, t as ExplosivesText, F as FlybySound, u as FxLayers, G as GAME_DISTANCE_CURVE, v as GAME_SOUND_CLASSES, w as GUNSHOT_PROFILES, x as GUNSHOT_SAMPLE, y as GUNSHOT_SAMPLE_IDS, z as Gunshot, B as GunshotInput, H as GunshotPlayed, J as ItemModelRequest, K as
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import { I as ItemModels, W as WeaponProps, a as WeaponItemModel, M as ModelOptions, b as WeaponModel, c as ModelKit, d as ModelParts, e as ModelFamily, A as AttachmentModelRegistry, L as LaserRaycast } from './testing-I8H8oNSD.js';
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export { f as AttachmentBuildContext, g as AttachmentModel, h as AttachmentModelBuilder, C as CLASS_REFERENCE_ENERGY, i as COUNTER_ITEM_ID, j as CUES_IN_SAMPLE, k as CasingSound, l as CuePlayed, D as DEFAULT_ENERGY_CURVE, m as DEFAULT_EXPLOSIVES_SCENE, n as DistanceCurve, E as EXPLOSIVES_AREA_ID, o as EXPLOSIVES_TEXT, p as EnergyCurve, q as ExplosivesRoom, r as ExplosivesScene, s as ExplosivesTestModuleOptions, t as ExplosivesText, F as FlybySound, u as FxLayers, G as GAME_DISTANCE_CURVE, v as GAME_SOUND_CLASSES, w as GUNSHOT_PROFILES, x as GUNSHOT_SAMPLE, y as GUNSHOT_SAMPLE_IDS, z as Gunshot, B as GunshotInput, H as GunshotPlayed, J as ItemModelRequest, K as LAUNCH_SAMPLE, N as LAUNCH_SOUND_IDS, O as LaunchKind, P as MECHANICAL_SOUNDS, Q as MOUNTED_M134_ITEM_ID, R as MechanicalSoundId, S as ModelMaterials, T as MountFrame, U as RELOAD_SAMPLE, V as RELOAD_SAMPLE_HITS, X as ShotExtras, Y as ShotSound, Z as ShotSoundClass, _ as ShotSoundInput, $ as ShotSoundOptions, a0 as SoundClassDef, a1 as SoundStep, a2 as WEAPON_ITEM_PREFIX, a3 as WEIGHT_INTENSITY, a4 as WeaponAudio, a5 as WeaponAudioOptions, a6 as WeaponFx, a7 as WeaponFxOptions, a8 as WeaponModelDef, a9 as WeaponSampleOptions, aa as WeaponsTestModuleOptions, ab as buildHandheldModel, ac as buildItemWeaponModel, ad as buildThrowableModel, ae as buildWeaponModel, af as computeCasingSound, ag as computeFlyby, ah as computeGunshot, ai as computeShotSound, aj as createExplosivesTestModule, ak as createWeaponAudio, al as createWeaponFx, am as createWeaponsTestModule, an as defaultWeaponProps, ao as deriveFrames, ap as explosivesTextOf, aq as hasHandheldModel, ar as hasThrowableModel, as as itemModelOfWeapon, at as mechanicalSoundOf, au as modelKit, av as mountFrame, aw as registerWeaponItemModel, ax as weaponSampleBank, ay as weaponSampleDefaults, az as weaponsLayout } from './testing-I8H8oNSD.js';
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import * as THREE_NS from 'three';
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import { TestableItem, Vec3, HostEvent, EffectSink, DestructibleSpec, DeepPartial, ToolClipSet } from '@adatechnology/game-contracts';
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import { ExplosiveDef, Arsenal, WeaponDef, CartridgeDims, CaliberDef, CaseType, ReloadFamily, FittedAttachment, AttachmentDef } from '@adatechnology/game-weapons';
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@@ -129,7 +129,7 @@ declare function createWeaponProps(options?: WeaponPropsOptions): WeaponProps;
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/** One weapon of the gallery as `data/models.json` keeps it: the builder, the measures in mm and the builder's options. */
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interface ModelEntry {
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readonly builder: 'pistol' | 'revolver' | 'rifle' | 'bullpup' | 'p90' | 'break' | 'breakLauncher' | 'm2' | 'm134' | 'launcher';
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readonly builder: 'pistol' | 'revolver' | 'rifle' | 'bullpup' | 'p90' | 'break' | 'breakLauncher' | 'm2' | 'm134' | 'launcher' | 'mp40' | 'mp9' | 'ps90' | 'ppsh' | 'kar98' | 'mg42' | 'vss' | 'mgl';
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readonly caliber: string;
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readonly length: number;
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readonly barrel: number;
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@@ -139,7 +139,8 @@ interface ModelEntry {
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declare const MODEL_ENTRIES: Readonly<Record<string, ModelEntry>>;
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/**
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* The model each generic archetype wears: the one of the first brand weapon (lowest id) that points to it with `archetype` and fires the same way (a rocket launcher that points to
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* `shotgun_pump_12` does not lend its tube to the shotgun)
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* `shotgun_pump_12` does not lend its tube to the shotgun), a weapon of its own before a variant of another (`variantOf`): a variant added later never changes what the generic looks like.
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* An archetype nothing points to, the melee weapons and the bow keep their simple prop.
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*/
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declare const ARCHETYPE_MODELS: Readonly<Record<string, string>>;
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declare const hasWeaponModel: (id: string) => boolean;
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@@ -229,8 +230,11 @@ declare function rigUnderbarrel(THREE: typeof THREE_NS, model: WeaponModel, def:
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*/
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declare function rigStock(THREE: typeof THREE_NS, model: WeaponModel, def: Pick<WeaponDef, 'stock' | 'dimensions'>): void;
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/**
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/**
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* How a tool is held in the first-person view: a pistol or a revolver, a rocket launcher, a long gun, a tool in one hand (a blade, a bat, a grenade, a lighter), a gun carried
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* at the hip (a hand-held rotary gun), or a gun in one hand with another in the other hand (`dual`, held out to its side; the left one is its mirror).
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*/
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type ViewHoldKind = 'handgun' | 'launcher' | 'long' | 'tool' | 'hip' | 'dual';
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type Hold = {
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/** The right hand's grip at the hip, from the eye (x right, y up, -z ahead, metres). */
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readonly grip: readonly [number, number, number];
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