@adatechnology/game-weather-three 0.2.0 → 0.2.1
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/dist/index.global.js +10 -1
- package/dist/index.global.js.map +1 -1
- package/package.json +4 -4
package/dist/index.global.js
CHANGED
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@@ -2145,9 +2145,18 @@ var GameWeatherThree = (() => {
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2145
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]
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};
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var VIEWMODEL_EFFECTS = [MUZZLE_FLASH2, SMOKE_PUFF, BACKBLAST, FLAME_JET];
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2148
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+
var aliasOf = (base, id, changes) => ({ ...base, id, pageId: `vehicle:${id}`, anchor: CAR_ORIGIN2, ...changes });
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2149
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var VEHICLE_EFFECTS = [
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2150
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/** The engine on fire: `engine_smoke` at its worst condition (black smoke, flames in the hood, a light). */
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2151
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aliasOf(ENGINE_SMOKE, "vehicle_fire", { params: { id: "condition", options: ["100", "60", "30", "10"], default: 3 }, loop: 12 }),
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2152
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/** The exhaust of a car under way: `engine_smoke` in the best condition, for half a second so a moving car asks again. */
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2153
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aliasOf(ENGINE_SMOKE, "vehicle_exhaust", { params: { id: "condition", options: ["100", "60", "30", "10"], default: 0 }, loop: 0.5 }),
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2154
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/** A hole in the tank: the page's own petrol leak (drips, pool, sparks, fire running to the tank). */
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2155
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aliasOf(FUEL_LEAK, "vehicle_leak", {})
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];
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var ALL_EFFECTS = [BLOOD_HIT, HEADSHOT, DISMEMBER, BLOATER_CLOUD, SCREAMER_SHRIEK, CORPSE_DECAY, REANIMATION, EYES_IN_FOG, MUZZLE_FLASH, IMPACT_BY_MATERIAL, PENETRATION, CASINGS_AND_MAGAZINE, MOLOTOV, GRENADE, EXPLOSIVE_BARREL, SHOPFRONT_GLASS, DOOR_STAGES, BUILDING_COLLAPSE, BLOCK_WALL, METAL_DOOR_EFFECT, IRON_RAILING, WOODEN_FENCE, HIT_POINT_BREAKAGE, PRESSURE_CYLINDERS, BUILDING_FIRE, RAIN_AND_PUDDLES, FOG_AND_ASH, SCRAPING_SPARKS, ENGINE_SMOKE, FUEL_LEAK, CAR_EXPLOSION, WINDSHIELD, HEADLIGHTS_IN_RAIN, DAMAGE_AND_BITE, INFECTION_PHASES, PANIC, BLOATER_BLINDNESS, CAMPFIRE, COUGH_AND_BREATH];
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var WORKSHOP_EFFECTS = Object.fromEntries(ALL_EFFECTS.map((effect) => [effect.id, effect]));
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-
var GAME_EFFECTS = { ...WORKSHOP_EFFECTS, ...Object.fromEntries([...EVENT_EFFECTS, ...VIEWMODEL_EFFECTS].map((effect) => [effect.id, effect])) };
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var GAME_EFFECTS = { ...WORKSHOP_EFFECTS, ...Object.fromEntries([...EVENT_EFFECTS, ...VIEWMODEL_EFFECTS, ...VEHICLE_EFFECTS].map((effect) => [effect.id, effect])) };
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var QUARTER_TURN2 = Math.PI / 2;
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var SCRATCH = createVec3();
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var QUARTER_TURN3 = Math.PI / 2;
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