@adatechnology/game-weapons-three 0.18.1 → 0.19.0

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package/dist/index.d.ts CHANGED
@@ -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-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 { 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-CyfMbH0P.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-CyfMbH0P.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';