@adatechnology/game-weather-three 0.2.0 → 0.2.1

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@@ -2145,9 +2145,18 @@ var GameWeatherThree = (() => {
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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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+ var aliasOf = (base, id, changes) => ({ ...base, id, pageId: `vehicle:${id}`, anchor: CAR_ORIGIN2, ...changes });
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+ var VEHICLE_EFFECTS = [
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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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+ aliasOf(ENGINE_SMOKE, "vehicle_fire", { params: { id: "condition", options: ["100", "60", "30", "10"], default: 3 }, loop: 12 }),
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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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+ aliasOf(ENGINE_SMOKE, "vehicle_exhaust", { params: { id: "condition", options: ["100", "60", "30", "10"], default: 0 }, loop: 0.5 }),
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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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+ 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;