@adatechnology/game-weapons-three 0.18.0 → 0.19.0
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-svg/generated/ak_47.svg +1 -1
- package/assets/weapon-svg/generated/ak_74.svg +1 -1
- package/assets/weapon-svg/generated/akm.svg +1 -1
- package/assets/weapon-svg/generated/aks_74u.svg +1 -1
- package/assets/weapon-svg/generated/desert_eagle_mark_xix.svg +1 -1
- package/assets/weapon-svg/generated/hunting_rifle_30_06.svg +1 -1
- package/assets/weapon-svg/generated/m24_sws.svg +1 -1
- package/assets/weapon-svg/generated/remington_700.svg +1 -1
- package/assets/weapon-svg/generated/remington_700_300wm.svg +1 -1
- package/assets/weapon-svg/generated/rifle_7_62x39.svg +1 -1
- package/assets/weapon-svg/generated/rpk.svg +1 -1
- package/assets/weapon-svg/generated/steyr_ssg_69.svg +1 -1
- package/assets/weapon-svg/generated/svd_dragunov.svg +1 -1
- package/dist/{chunk-V47DJ55G.js → chunk-SWR4BJMK.js} +445 -86
- package/dist/chunk-SWR4BJMK.js.map +1 -0
- package/dist/index.d.ts +2 -2
- package/dist/index.global.js +1129 -610
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +5 -1
- package/dist/index.js.map +1 -1
- package/dist/{testing-CRjxCHxK.d.ts → testing-CyfMbH0P.d.ts} +21 -1
- package/dist/testing.d.ts +1 -1
- package/dist/testing.js +1 -1
- package/package.json +10 -10
- package/dist/chunk-V47DJ55G.js.map +0 -1
package/dist/index.js
CHANGED
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@@ -16,6 +16,8 @@ import {
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GUNSHOT_PROFILES,
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GUNSHOT_SAMPLE,
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GUNSHOT_SAMPLE_IDS,
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LAUNCH_SAMPLE,
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LAUNCH_SOUND_IDS,
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MECHANICAL_SOUNDS,
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MODEL_ENTRIES,
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MOUNTED_M134_ITEM_ID,
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@@ -84,7 +86,7 @@ import {
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worldExplosiveItem,
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worldExplosiveShell,
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worldExplosiveValve
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} from "./chunk-
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} from "./chunk-SWR4BJMK.js";
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// src/projectile-model.ts
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import { markKitOrigin } from "@adatechnology/game-contracts";
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@@ -135,6 +137,8 @@ export {
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GUNSHOT_PROFILES,
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GUNSHOT_SAMPLE,
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GUNSHOT_SAMPLE_IDS,
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LAUNCH_SAMPLE,
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LAUNCH_SOUND_IDS,
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MECHANICAL_SOUNDS,
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MODEL_ENTRIES,
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MOUNTED_M134_ITEM_ID,
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package/dist/index.js.map
CHANGED
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@@ -1 +1 @@
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-
{"version":3,"sources":["../src/projectile-model.ts","../src/weapon-props.ts"],"sourcesContent":["import { markKitOrigin } from '@adatechnology/game-contracts'\nimport type * as THREE_NS from 'three'\n\nimport { buildWeaponModelById } from './models'\nimport { buildExplosiveModel } from './models/explosives'\nimport { modelKit } from './models/kit'\nimport { buildFlyingRocket } from './models/launcher-rounds'\n\n/** What a host asks for a thrown or set down explosive: the weapon in the hand, the explosive it carries and how it is used (`rocket`, `grenade`, `molotov`, `charge`). */\nexport interface ProjectileQuery {\n readonly weapon: string\n readonly explosive?: string | undefined\n readonly kind: string\n}\n\n/** The model of a projectile and the axis along its length. */\nexport interface ProjectileModel {\n readonly model: THREE_NS.Object3D\n readonly axis: [number, number, number]\n}\n\n/**\n * The model of what a weapon throws or fires, drawn by the same code as the weapon itself: the round of a rocket launcher (the RPG-7's PG-7V, the Carl Gustaf's 84 mm round, the rocket of\n * the disposable tubes), long axis +x, and the explosives of the gallery (the M67, the molotov, the pipe bomb, the dynamite, the C4, the Claymore, the flashbang), centred, axis +y.\n * Answers `null` where the gallery has no model (the 40 mm grenade of a launcher), and a host keeps its primitive for it.\n */\nexport function projectileModel(THREE: typeof THREE_NS, query: ProjectileQuery): ProjectileModel | null {\n if (query.kind !== 'rocket') return explosiveProjectile(THREE, query)\n const launcher = buildWeaponModelById(THREE, query.weapon)\n if (!launcher || launcher.parts.family !== 'rocket') return null\n const round = launcher.parts.makeRound ? launcher.parts.makeRound() : buildFlyingRocket(modelKit(THREE), launcher.parts.launcherType)\n return { model: round, axis: [1, 0, 0] }\n}\n\n// a thrown or set down explosive the gallery drew: its model centred on its middle (it tumbles about it in flight), standing axis +y\nfunction explosiveProjectile(THREE: typeof THREE_NS, query: ProjectileQuery): ProjectileModel | null {\n const model = query.explosive === undefined ? undefined : buildExplosiveModel(THREE, query.explosive)\n if (!model) return null\n const centre = new THREE.Box3().setFromObject(model).getCenter(new THREE.Vector3())\n const holder = markKitOrigin(new THREE.Group(), { owner: 'game-weapons-three', kind: 'explosive', id: model.name })\n holder.name = model.name\n model.position.sub(centre)\n holder.add(model)\n return { model: holder, axis: [0, 1, 0] }\n}\n","import { applyPatches, mergeById, removeIds } from '@adatechnology/game-contracts'\nimport type { DeepPartial } from '@adatechnology/game-contracts'\n\nimport { SHIPPED_WEAPON_ITEM_MODELS, weaponPropsOver } from './weapon-item-model'\nimport type { WeaponItemModel, WeaponProps } from './weapon-item-model'\n\nexport interface WeaponPropsOptions {\n /** Item model overrides by weapon id, added to the shipped ones (`null` keeps the low-poly prop); later packs replace earlier ones. */\n readonly packs?: readonly Readonly<Record<string, WeaponItemModel | null>>[]\n /** Changes to an override by weapon id, merged field by field. */\n readonly patch?: Readonly<Record<string, DeepPartial<WeaponItemModel>>>\n /** Weapon ids whose override is taken out (the weapon id itself is then the item model id). */\n readonly remove?: readonly string[]\n}\n\ntype Entry = { readonly id: string; readonly model: WeaponItemModel }\n\n/** A set of weapon prop overrides of its own: the shipped ones plus `packs`, `patch` and `remove`. Nothing is shared with any other set on the page. */\nexport function createWeaponProps(options: WeaponPropsOptions = {}): WeaponProps {\n const entryOf = ([id, model]: readonly [string, WeaponItemModel | null]): Entry => ({ id, model: model ?? { item: '' } })\n const entries = mergeById<Entry>(SHIPPED_WEAPON_ITEM_MODELS.map(entryOf), (options.packs ?? []).flatMap((pack) => Object.entries(pack).map(entryOf)))\n const patches: Record<string, { model: DeepPartial<WeaponItemModel> }> = {}\n for (const [id, model] of Object.entries(options.patch ?? {})) patches[id] = { model }\n applyPatches(entries, patches)\n removeIds(entries, options.remove)\n return weaponPropsOver(new Map([...entries].map(([id, entry]) => [id, entry.model])))\n}\n"],"mappings":"
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{"version":3,"sources":["../src/projectile-model.ts","../src/weapon-props.ts"],"sourcesContent":["import { markKitOrigin } from '@adatechnology/game-contracts'\nimport type * as THREE_NS from 'three'\n\nimport { buildWeaponModelById } from './models'\nimport { buildExplosiveModel } from './models/explosives'\nimport { modelKit } from './models/kit'\nimport { buildFlyingRocket } from './models/launcher-rounds'\n\n/** What a host asks for a thrown or set down explosive: the weapon in the hand, the explosive it carries and how it is used (`rocket`, `grenade`, `molotov`, `charge`). */\nexport interface ProjectileQuery {\n readonly weapon: string\n readonly explosive?: string | undefined\n readonly kind: string\n}\n\n/** The model of a projectile and the axis along its length. */\nexport interface ProjectileModel {\n readonly model: THREE_NS.Object3D\n readonly axis: [number, number, number]\n}\n\n/**\n * The model of what a weapon throws or fires, drawn by the same code as the weapon itself: the round of a rocket launcher (the RPG-7's PG-7V, the Carl Gustaf's 84 mm round, the rocket of\n * the disposable tubes), long axis +x, and the explosives of the gallery (the M67, the molotov, the pipe bomb, the dynamite, the C4, the Claymore, the flashbang), centred, axis +y.\n * Answers `null` where the gallery has no model (the 40 mm grenade of a launcher), and a host keeps its primitive for it.\n */\nexport function projectileModel(THREE: typeof THREE_NS, query: ProjectileQuery): ProjectileModel | null {\n if (query.kind !== 'rocket') return explosiveProjectile(THREE, query)\n const launcher = buildWeaponModelById(THREE, query.weapon)\n if (!launcher || launcher.parts.family !== 'rocket') return null\n const round = launcher.parts.makeRound ? launcher.parts.makeRound() : buildFlyingRocket(modelKit(THREE), launcher.parts.launcherType)\n return { model: round, axis: [1, 0, 0] }\n}\n\n// a thrown or set down explosive the gallery drew: its model centred on its middle (it tumbles about it in flight), standing axis +y\nfunction explosiveProjectile(THREE: typeof THREE_NS, query: ProjectileQuery): ProjectileModel | null {\n const model = query.explosive === undefined ? undefined : buildExplosiveModel(THREE, query.explosive)\n if (!model) return null\n const centre = new THREE.Box3().setFromObject(model).getCenter(new THREE.Vector3())\n const holder = markKitOrigin(new THREE.Group(), { owner: 'game-weapons-three', kind: 'explosive', id: model.name })\n holder.name = model.name\n model.position.sub(centre)\n holder.add(model)\n return { model: holder, axis: [0, 1, 0] }\n}\n","import { applyPatches, mergeById, removeIds } from '@adatechnology/game-contracts'\nimport type { DeepPartial } from '@adatechnology/game-contracts'\n\nimport { SHIPPED_WEAPON_ITEM_MODELS, weaponPropsOver } from './weapon-item-model'\nimport type { WeaponItemModel, WeaponProps } from './weapon-item-model'\n\nexport interface WeaponPropsOptions {\n /** Item model overrides by weapon id, added to the shipped ones (`null` keeps the low-poly prop); later packs replace earlier ones. */\n readonly packs?: readonly Readonly<Record<string, WeaponItemModel | null>>[]\n /** Changes to an override by weapon id, merged field by field. */\n readonly patch?: Readonly<Record<string, DeepPartial<WeaponItemModel>>>\n /** Weapon ids whose override is taken out (the weapon id itself is then the item model id). */\n readonly remove?: readonly string[]\n}\n\ntype Entry = { readonly id: string; readonly model: WeaponItemModel }\n\n/** A set of weapon prop overrides of its own: the shipped ones plus `packs`, `patch` and `remove`. Nothing is shared with any other set on the page. */\nexport function createWeaponProps(options: WeaponPropsOptions = {}): WeaponProps {\n const entryOf = ([id, model]: readonly [string, WeaponItemModel | null]): Entry => ({ id, model: model ?? { item: '' } })\n const entries = mergeById<Entry>(SHIPPED_WEAPON_ITEM_MODELS.map(entryOf), (options.packs ?? []).flatMap((pack) => Object.entries(pack).map(entryOf)))\n const patches: Record<string, { model: DeepPartial<WeaponItemModel> }> = {}\n for (const [id, model] of Object.entries(options.patch ?? {})) patches[id] = { model }\n applyPatches(entries, patches)\n removeIds(entries, options.remove)\n return weaponPropsOver(new Map([...entries].map(([id, entry]) => [id, entry.model])))\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAAA,SAAS,qBAAqB;AA0BvB,SAAS,gBAAgB,OAAwB,OAAgD;AACtG,MAAI,MAAM,SAAS,SAAU,QAAO,oBAAoB,OAAO,KAAK;AACpE,QAAM,WAAW,qBAAqB,OAAO,MAAM,MAAM;AACzD,MAAI,CAAC,YAAY,SAAS,MAAM,WAAW,SAAU,QAAO;AAC5D,QAAM,QAAQ,SAAS,MAAM,YAAY,SAAS,MAAM,UAAU,IAAI,kBAAkB,SAAS,KAAK,GAAG,SAAS,MAAM,YAAY;AACpI,SAAO,EAAE,OAAO,OAAO,MAAM,CAAC,GAAG,GAAG,CAAC,EAAE;AACzC;AAGA,SAAS,oBAAoB,OAAwB,OAAgD;AACnG,QAAM,QAAQ,MAAM,cAAc,SAAY,SAAY,oBAAoB,OAAO,MAAM,SAAS;AACpG,MAAI,CAAC,MAAO,QAAO;AACnB,QAAM,SAAS,IAAI,MAAM,KAAK,EAAE,cAAc,KAAK,EAAE,UAAU,IAAI,MAAM,QAAQ,CAAC;AAClF,QAAM,SAAS,cAAc,IAAI,MAAM,MAAM,GAAG,EAAE,OAAO,sBAAsB,MAAM,aAAa,IAAI,MAAM,KAAK,CAAC;AAClH,SAAO,OAAO,MAAM;AACpB,QAAM,SAAS,IAAI,MAAM;AACzB,SAAO,IAAI,KAAK;AAChB,SAAO,EAAE,OAAO,QAAQ,MAAM,CAAC,GAAG,GAAG,CAAC,EAAE;AAC1C;;;AC5CA,SAAS,cAAc,WAAW,iBAAiB;AAkB5C,SAAS,kBAAkB,UAA8B,CAAC,GAAgB;AAC/E,QAAM,UAAU,CAAC,CAAC,IAAI,KAAK,OAAyD,EAAE,IAAI,OAAO,SAAS,EAAE,MAAM,GAAG,EAAE;AACvH,QAAM,UAAU,UAAiB,2BAA2B,IAAI,OAAO,IAAI,QAAQ,SAAS,CAAC,GAAG,QAAQ,CAAC,SAAS,OAAO,QAAQ,IAAI,EAAE,IAAI,OAAO,CAAC,CAAC;AACpJ,QAAM,UAAmE,CAAC;AAC1E,aAAW,CAAC,IAAI,KAAK,KAAK,OAAO,QAAQ,QAAQ,SAAS,CAAC,CAAC,EAAG,SAAQ,EAAE,IAAI,EAAE,MAAM;AACrF,eAAa,SAAS,OAAO;AAC7B,YAAU,SAAS,QAAQ,MAAM;AACjC,SAAO,gBAAgB,IAAI,IAAI,CAAC,GAAG,OAAO,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,MAAM,CAAC,IAAI,MAAM,KAAK,CAAC,CAAC,CAAC;AACtF;","names":[]}
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@@ -784,6 +784,8 @@ declare const GUNSHOT_SAMPLE_IDS: readonly string[];
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declare const GUNSHOT_SAMPLE: SampleDefaults;
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/** A launcher firing (`launcher_40mm`, `rocket_launch`): a near take only, carried far like a shot but below its level. */
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declare const LAUNCH_SAMPLE: SampleDefaults;
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/** A reload step: heard at the hands, about a third of a shot's level after the converter's peak normalization. */
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declare const RELOAD_SAMPLE: SampleDefaults;
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/** Seconds from the start of each recorded reload step to its hit (`data/reload-sample-hits.json`, measured on the files). */
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/** A magazine landing on the floor: the floor material, the speed and which bounce (all optional). */
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/**
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* A launcher firing: the "thoomp" of a 40 mm grenade leaving the tube (`grenade`) or the roar of a rocket leaving it (`rocket`), at `distance`
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* metres. The host's recording (`LAUNCH_SOUND_IDS`) once it is loaded; a synthesized thump or whoosh until then, never the blast of an explosion.
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*/
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launch(kind: LaunchKind, volume?: number, distance?: number): void;
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/** Master volume, 0 to 1. */
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setVolume(volume: number): void;
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}
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/** What leaves a launcher: a 40 mm grenade (M79, M32, M203) or a rocket (RPG-7, AT4, Carl Gustaf). */
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type LaunchKind = 'grenade' | 'rocket';
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/** The recorded sound of each launch (game-audio's sfx manifest, category armas). */
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declare const LAUNCH_SOUND_IDS: Readonly<Record<LaunchKind, string>>;
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declare function createWeaponAudio(volume?: number, options?: WeaponAudioOptions): WeaponAudio;
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/** What the bench turns on or off in the presentation of the weapon: the ejected casings, the dropped magazines, the muzzle flash, the accessory models and the light and laser beams. */
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/** Metal and furniture finish. */
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steel?: number;
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/** Polished steel, as a chrome-finished pistol. */
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chrome?: number;
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stain?: number;
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wood?: number;
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/** The Heckler & Koch G36 family: its polymer receiver, skeletal stock (`stock: 'g36'`), handguard, and on top the carry handle with optics (`carry`) or the long rail. */
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/** The SVD Dragunov's chunky slotted wooden handguard (with `stock: 'svd'`, its thumbhole stock). */
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/** The Kalashnikov's stamped receiver (dust cover, rear sight block, selector lever) and, with `mag: 'curved'`, its smooth banana magazine. */
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kalashnikov?: number;
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rail?: number;
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jacket?: number;
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metal: THREE_NS.MeshStandardMaterial;
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steel: THREE_NS.MeshStandardMaterial;
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steelL: THREE_NS.MeshStandardMaterial;
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chrome: THREE_NS.MeshStandardMaterial;
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dark: THREE_NS.MeshStandardMaterial;
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/** The weapon item model overrides to draw with (`createWeaponProps(...)`); default the shared set behind `registerWeaponItemModel`. */
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props?: WeaponProps;
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/** Shows the photo of the real weapon on the showcase, small in a corner of the screen, opening large on a click (default false: only the weapons room page turns it on). */
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}
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/** Prefix of the item ids of the weapon props (`weapon_beretta_92fs`). */
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declare const WEAPON_ITEM_PREFIX = "weapon_";
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readonly bench: ReturnType<typeof createExplosivesBench>;
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};
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export {
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export { type ShotSoundOptions as $, type AttachmentModelRegistry as A, type GunshotInput as B, CLASS_REFERENCE_ENERGY as C, DEFAULT_ENERGY_CURVE as D, EXPLOSIVES_AREA_ID as E, type FlybySound as F, GAME_DISTANCE_CURVE as G, type GunshotPlayed as H, type ItemModels as I, type ItemModelRequest as J, LAUNCH_SAMPLE as K, type LaserRaycast as L, type ModelOptions as M, LAUNCH_SOUND_IDS as N, type LaunchKind as O, MECHANICAL_SOUNDS as P, MOUNTED_M134_ITEM_ID as Q, type MechanicalSoundId as R, type ModelMaterials as S, type MountFrame as T, RELOAD_SAMPLE as U, RELOAD_SAMPLE_HITS as V, type WeaponProps as W, type ShotExtras as X, type ShotSound as Y, type ShotSoundClass as Z, type ShotSoundInput as _, type WeaponItemModel as a, type SoundClassDef as a0, type SoundStep as a1, WEAPON_ITEM_PREFIX as a2, WEIGHT_INTENSITY as a3, type WeaponAudio as a4, type WeaponAudioOptions as a5, type WeaponFx as a6, type WeaponFxOptions as a7, type WeaponModelDef as a8, type WeaponSampleOptions as a9, type WeaponsTestModuleOptions as aa, buildHandheldModel as ab, buildItemWeaponModel as ac, buildThrowableModel as ad, buildWeaponModel as ae, computeCasingSound as af, computeFlyby as ag, computeGunshot as ah, computeShotSound as ai, createExplosivesTestModule as aj, createWeaponAudio as ak, createWeaponFx as al, createWeaponsTestModule as am, defaultWeaponProps as an, deriveFrames as ao, explosivesTextOf as ap, hasHandheldModel as aq, hasThrowableModel as ar, itemModelOfWeapon as as, mechanicalSoundOf as at, modelKit as au, mountFrame as av, registerWeaponItemModel as aw, weaponSampleBank as ax, weaponSampleDefaults as ay, weaponsLayout as az, type WeaponModel as b, type ModelKit as c, type ModelParts as d, type ModelFamily as e, type AttachmentBuildContext as f, type AttachmentModel as g, type AttachmentModelBuilder as h, COUNTER_ITEM_ID as i, CUES_IN_SAMPLE as j, type CasingSound as k, type CuePlayed as l, DEFAULT_EXPLOSIVES_SCENE as m, type DistanceCurve as n, EXPLOSIVES_TEXT as o, type EnergyCurve as p, type ExplosivesRoom as q, type ExplosivesScene as r, type ExplosivesTestModuleOptions as s, type ExplosivesText as t, type FxLayers as u, GAME_SOUND_CLASSES as v, GUNSHOT_PROFILES as w, GUNSHOT_SAMPLE as x, GUNSHOT_SAMPLE_IDS as y, type Gunshot as z };
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package/dist/testing.d.ts
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export { i as COUNTER_ITEM_ID, m as DEFAULT_EXPLOSIVES_SCENE, E as EXPLOSIVES_AREA_ID, o as EXPLOSIVES_TEXT, q as ExplosivesRoom, r as ExplosivesScene, s as ExplosivesTestModuleOptions, t as ExplosivesText,
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+
export { i as COUNTER_ITEM_ID, m as DEFAULT_EXPLOSIVES_SCENE, E as EXPLOSIVES_AREA_ID, o as EXPLOSIVES_TEXT, q as ExplosivesRoom, r as ExplosivesScene, s as ExplosivesTestModuleOptions, t as ExplosivesText, Q as MOUNTED_M134_ITEM_ID, a2 as WEAPON_ITEM_PREFIX, aa as WeaponsTestModuleOptions, aj as createExplosivesTestModule, am as createWeaponsTestModule, ap as explosivesTextOf, az as weaponsLayout } from './testing-CyfMbH0P.js';
|
|
2
2
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import '@adatechnology/game-contracts';
|
|
3
3
|
import '@adatechnology/game-weapons';
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|
4
4
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import '@adatechnology/game-audio';
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package/dist/testing.js
CHANGED
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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|
|
1
1
|
{
|
|
2
2
|
"name": "@adatechnology/game-weapons-three",
|
|
3
|
-
"version": "0.
|
|
3
|
+
"version": "0.19.0",
|
|
4
4
|
"license": "MIT AND CC-BY-SA-4.0 AND CC-BY-SA-3.0 AND CC-BY-3.0 AND CC0-1.0 AND LicenseRef-Public-Domain",
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|
5
5
|
"description": "three.js presentation for @adatechnology/game-weapons: the real models of the Galeria 3D do Arsenal (78 weapons, a cartridge and a case per calibre), the weapon in the hands playing the tool-animation clips (fire, burst, cycle, jam, clear, safety and the seven reloads), ejected casings and dropped magazines, worn-metal conditions, synthesized sounds, and the weapons test area (counters with every weapon) as a TestableModule.",
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|
6
6
|
"keywords": [
|
|
@@ -44,15 +44,15 @@
|
|
|
44
44
|
"assets"
|
|
45
45
|
],
|
|
46
46
|
"dependencies": {
|
|
47
|
-
"@adatechnology/game-audio": "^0.9.
|
|
48
|
-
"@adatechnology/game-
|
|
49
|
-
"@adatechnology/game-
|
|
47
|
+
"@adatechnology/game-audio": "^0.9.4",
|
|
48
|
+
"@adatechnology/game-contracts": "^0.30.0",
|
|
49
|
+
"@adatechnology/game-floorplan-three": "^0.11.1",
|
|
50
|
+
"@adatechnology/game-items-three": "^0.7.8",
|
|
50
51
|
"@adatechnology/game-render-three": "^0.2.0",
|
|
51
52
|
"@adatechnology/game-shapes-three": "^0.3.1",
|
|
52
|
-
"@adatechnology/game-vfx": "^0.10.
|
|
53
|
-
"@adatechnology/game-
|
|
54
|
-
"@adatechnology/game-
|
|
55
|
-
"@adatechnology/game-weapons": "^0.9.0"
|
|
53
|
+
"@adatechnology/game-vfx": "^0.10.1",
|
|
54
|
+
"@adatechnology/game-vfx-three": "^0.7.6",
|
|
55
|
+
"@adatechnology/game-weapons": "^0.9.2"
|
|
56
56
|
},
|
|
57
57
|
"peerDependencies": {
|
|
58
58
|
"three": "^0.160.0"
|
|
@@ -65,8 +65,8 @@
|
|
|
65
65
|
"tsup": "^8.5.1",
|
|
66
66
|
"typescript": "^5.7.3",
|
|
67
67
|
"vitest": "^3.2.4",
|
|
68
|
-
"@adatechnology/
|
|
69
|
-
"@adatechnology/
|
|
68
|
+
"@adatechnology/golden-tool": "^0.0.0",
|
|
69
|
+
"@adatechnology/game-test-room": "^0.30.0"
|
|
70
70
|
},
|
|
71
71
|
"scripts": {
|
|
72
72
|
"build": "tsup",
|