@bf6mods/sdk 1.7.0 → 1.8.0
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/dist/index.d.ts +23568 -13533
- package/dist/index.js +79 -52
- package/dist/index.js.map +1 -1
- package/dist/std/index.d.ts +4 -4
- package/dist/std/index.js +12 -11
- package/dist/std/index.js.map +1 -1
- package/dist/std/{chunk-Bp6m_JJh.js → rolldown-runtime-D7D4PA-g.js} +4 -4
- package/package.json +1 -1
package/dist/index.js
CHANGED
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@@ -1,75 +1,92 @@
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//#region src/config/mutators/index.ts
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/**
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* Determines the Man-Down behavior when a soldier is downed.
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*/
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let ManDownExperienceType = /* @__PURE__ */ function(ManDownExperienceType
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ManDownExperienceType
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ManDownExperienceType
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ManDownExperienceType
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return ManDownExperienceType
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let ManDownExperienceType = /* @__PURE__ */ function(ManDownExperienceType) {
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ManDownExperienceType[ManDownExperienceType["Crawl"] = 0] = "Crawl";
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ManDownExperienceType[ManDownExperienceType["Downed"] = 1] = "Downed";
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ManDownExperienceType[ManDownExperienceType["InstantDeath"] = 2] = "InstantDeath";
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return ManDownExperienceType;
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}({});
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/**
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* Controls which type of AI to spawn. PvP AI will automatically spawn and can be replaced by human players. PvE AI is a fixed number that cannot be replaced, for Solo or Co-op experiences.
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*/
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let AiSpawnType = /* @__PURE__ */ function(AiSpawnType
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AiSpawnType
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AiSpawnType
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AiSpawnType
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return AiSpawnType
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let AiSpawnType = /* @__PURE__ */ function(AiSpawnType) {
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AiSpawnType[AiSpawnType["NoBots"] = 0] = "NoBots";
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AiSpawnType[AiSpawnType["Backfill"] = 2] = "Backfill";
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AiSpawnType[AiSpawnType["Static"] = 1] = "Static";
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return AiSpawnType;
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}({});
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/**
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* Controls the rules for Squad Spawning, for squad members and squad leaders.
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*/
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let SquadSpawnType = /* @__PURE__ */ function(SquadSpawnType
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SquadSpawnType
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SquadSpawnType
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SquadSpawnType
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SquadSpawnType
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SquadSpawnType
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return SquadSpawnType$1;
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let SquadSpawnType = /* @__PURE__ */ function(SquadSpawnType) {
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SquadSpawnType[SquadSpawnType["All"] = 0] = "All";
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SquadSpawnType[SquadSpawnType["SquadmatesOnLeader_LeaderNone"] = 1] = "SquadmatesOnLeader_LeaderNone";
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SquadSpawnType[SquadSpawnType["SquadmatesOnLeader_LeaderAll"] = 2] = "SquadmatesOnLeader_LeaderAll";
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SquadSpawnType[SquadSpawnType["Disabled"] = 3] = "Disabled";
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return SquadSpawnType;
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}({});
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/**
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* Controls what type of scoreboard layout to use.
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*/
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let ScoreboardType = /* @__PURE__ */ function(ScoreboardType
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ScoreboardType
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ScoreboardType
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ScoreboardType
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ScoreboardType
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ScoreboardType
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return ScoreboardType
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let ScoreboardType = /* @__PURE__ */ function(ScoreboardType) {
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ScoreboardType[ScoreboardType["NotSet"] = 0] = "NotSet";
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ScoreboardType[ScoreboardType["DefaultFAA"] = 1] = "DefaultFAA";
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ScoreboardType[ScoreboardType["Off"] = 2] = "Off";
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ScoreboardType[ScoreboardType["CustomTwoTeams"] = 3] = "CustomTwoTeams";
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ScoreboardType[ScoreboardType["CustomFFA"] = 4] = "CustomFFA";
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return ScoreboardType;
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}({});
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/**
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* Determines the behavior of the Ping command.
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*/
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let PingBehavior = /* @__PURE__ */ function(PingBehavior
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PingBehavior
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PingBehavior
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return PingBehavior
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let PingBehavior = /* @__PURE__ */ function(PingBehavior) {
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PingBehavior[PingBehavior["PingTargets"] = 0] = "PingTargets";
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PingBehavior[PingBehavior["Disabled"] = 2] = "Disabled";
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return PingBehavior;
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}({});
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let ModBuilderGameMode = /* @__PURE__ */ function(ModBuilderGameMode
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ModBuilderGameMode
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return ModBuilderGameMode
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let ModBuilderGameMode = /* @__PURE__ */ function(ModBuilderGameMode) {
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ModBuilderGameMode[ModBuilderGameMode["Custom"] = 2] = "Custom";
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return ModBuilderGameMode;
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}({});
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/**
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* Sets the faction for each team.
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*/
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let FactionID = /* @__PURE__ */ function(FactionID
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FactionID
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FactionID
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FactionID
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return FactionID
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let FactionID = /* @__PURE__ */ function(FactionID) {
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FactionID[FactionID["Pax"] = -1865993703] = "Pax";
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FactionID[FactionID["MapDefault"] = 0] = "MapDefault";
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FactionID[FactionID["NATO"] = 607944106] = "NATO";
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return FactionID;
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}({});
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/**
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* Sets which train variant will appear in the Railway to Golmud map.
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*/
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let GolmudTrainVariant = /* @__PURE__ */ function(GolmudTrainVariant) {
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GolmudTrainVariant[GolmudTrainVariant["None"] = 0] = "None";
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GolmudTrainVariant[GolmudTrainVariant["MovingTrain"] = 1] = "MovingTrain";
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GolmudTrainVariant[GolmudTrainVariant["StaticTrainBreakthrough"] = 2] = "StaticTrainBreakthrough";
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GolmudTrainVariant[GolmudTrainVariant["StaticTrainRush"] = 3] = "StaticTrainRush";
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return GolmudTrainVariant;
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}({});
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/**
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* Sets the Aircraft Carrier variation for the map Tsuru Reef.
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*/
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let AircraftCarrierType = /* @__PURE__ */ function(AircraftCarrierType) {
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AircraftCarrierType[AircraftCarrierType["None"] = 0] = "None";
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AircraftCarrierType[AircraftCarrierType["Conquest"] = 1] = "Conquest";
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AircraftCarrierType[AircraftCarrierType["CarrierStrike"] = 2] = "CarrierStrike";
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return AircraftCarrierType;
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}({});
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-
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//#endregion
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//#region src/config/index.ts
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let AttachmentType = /* @__PURE__ */ function(AttachmentType
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AttachmentType
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AttachmentType
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AttachmentType
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return AttachmentType
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let AttachmentType = /* @__PURE__ */ function(AttachmentType) {
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AttachmentType[AttachmentType["SpatialData"] = 1] = "SpatialData";
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AttachmentType[AttachmentType["TypeScript"] = 2] = "TypeScript";
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AttachmentType[AttachmentType["Strings"] = 4] = "Strings";
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return AttachmentType;
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}({});
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-
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//#endregion
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//#region src/modlib/index.ts
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function Concat(s1, s2) {
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@@ -175,6 +192,11 @@ var ConditionState = class {
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return true;
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}
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};
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var SimpleConditionState = class {
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update(newState) {
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return newState;
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}
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};
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var Conditions = class {
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constructor() {
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this.conditionStates = [];
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let sectorConditions = [];
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let vehicleSpawnerConditions = [];
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let globalConditions = new Conditions();
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let simpleCondition = new SimpleConditionState();
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function getObjectCondition(id, objectConditions, n) {
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while (id >= objectConditions.length) objectConditions.push(new Conditions());
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return objectConditions[id].getConditionState(n);
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function getGlobalCondition(n) {
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return globalConditions.getConditionState(n);
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}
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function getSimpleCondition() {
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return simpleCondition;
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}
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function getPlayersInTeam(teamObj) {
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const team = mod.GetObjId(teamObj);
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const allPlayers = mod.AllPlayers();
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return widget;
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}
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function DisplayCustomNotificationMessage(msg, custom, duration, target) {
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const CreateHeader = async (widgetId, msg
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mod.AddUIText(widgetId, mod.CreateVector(50, 250 + slot * 45, 0), mod.CreateVector(250, 60, 0), mod.UIAnchor.TopRight, mod.GetUIRoot(), true, 8, mod.CreateVector(1, 1, 1), 1, mod.UIBgFill.Blur, msg
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const CreateHeader = async (widgetId, msg, targetPlayer, slot) => {
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mod.AddUIText(widgetId, mod.CreateVector(50, 250 + slot * 45, 0), mod.CreateVector(250, 60, 0), mod.UIAnchor.TopRight, mod.GetUIRoot(), true, 8, mod.CreateVector(1, 1, 1), 1, mod.UIBgFill.Blur, msg, 30, mod.CreateVector(1, 1, 1), 1, mod.UIAnchor.Center, targetPlayer);
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if (duration > 0) {
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await mod.Wait(duration);
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mod.DeleteUIWidget(mod.FindUIWidgetWithName(widgetId));
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}
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};
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const CreateSubText = async (widgetId, msg
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mod.AddUIText(widgetId, mod.CreateVector(85, 270 + slot * 43, 0), mod.CreateVector(125, 40, 0), mod.UIAnchor.TopRight, mod.GetUIRoot(), true, 8, mod.CreateVector(1, 1, 1), 1, mod.UIBgFill.Blur, msg
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const CreateSubText = async (widgetId, msg, targetPlayer, slot) => {
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mod.AddUIText(widgetId, mod.CreateVector(85, 270 + slot * 43, 0), mod.CreateVector(125, 40, 0), mod.UIAnchor.TopRight, mod.GetUIRoot(), true, 8, mod.CreateVector(1, 1, 1), 1, mod.UIBgFill.Blur, msg, 20, mod.CreateVector(1, 1, 1), 1, mod.UIAnchor.Center, targetPlayer);
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if (duration > 0) {
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await mod.Wait(duration);
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mod.DeleteUIWidget(mod.FindUIWidgetWithName(widgetId));
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if (target) {
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if (mod.IsType(target, mod.Types.Player)) createNotificationFunction(custom + String(target), msg, target, custom);
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else if (mod.IsType(target, mod.Types.Team)) getPlayersInTeam(target).forEach((player) => {
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const widgetId = custom + String(player);
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createNotificationFunction(widgetId, msg, player, custom);
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});
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} else {
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const allPlayers = mod.AllPlayers();
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}
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}
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function ShowEventGameModeMessage(event, target) {
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const MakeShiftDisplayGameModeMessage = async (message, target
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const MakeShiftDisplayGameModeMessage = async (message, target) => {
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const widgetId = "GameModeMessage";
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if (target
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if (target) mod.AddUIText(widgetId, mod.CreateVector(0, 0, 0), mod.CreateVector(2500, 80, 0), mod.UIAnchor.TopCenter, mod.GetUIRoot(), true, 8, mod.CreateVector(1, 1, 1), 1, mod.UIBgFill.Blur, message, 30, mod.CreateVector(1, 1, 1), 1, mod.UIAnchor.Center, target);
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else mod.AddUIText(widgetId, mod.CreateVector(0, 0, 0), mod.CreateVector(2500, 80, 0), mod.UIAnchor.TopCenter, mod.GetUIRoot(), true, 8, mod.CreateVector(1, 1, 1), 1, mod.UIBgFill.Blur, message, 30, mod.CreateVector(1, 1, 1), 1, mod.UIAnchor.Center);
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await mod.Wait(6);
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mod.DeleteUIWidget(mod.FindUIWidgetWithName(widgetId));
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console.error("Could not clear custom message for specified target(s)");
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}
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}
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//#endregion
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export { AiSpawnType, And, AndFn, AttachmentType, ClearAllCustomNotificationMessages, ClearCustomNotificationMessage, Concat, ConditionState, ConvertArray, DisplayCustomNotificationMessage, Equals, FactionID, FilteredArray, IfThenElse, IndexOfFirstTrue, IsTrueForAll, IsTrueForAny, ManDownExperienceType, ModBuilderGameMode, ParseUI, PingBehavior, ScoreboardType, ShowEventGameModeMessage, ShowHighlightedGameModeMessage, ShowNotificationMessage, SortedArray, SquadSpawnType, WaitUntil, getCapturePointCondition, getGlobalCondition, getHQCondition, getMCOMCondition, getPlayerCondition, getPlayerId, getPlayersInTeam, getSectorCondition, getTeamCondition, getTeamId, getVehicleCondition, getVehicleSpawnerCondition };
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export { AiSpawnType, AircraftCarrierType, And, AndFn, AttachmentType, ClearAllCustomNotificationMessages, ClearCustomNotificationMessage, Concat, ConditionState, ConvertArray, DisplayCustomNotificationMessage, Equals, FactionID, FilteredArray, GolmudTrainVariant, IfThenElse, IndexOfFirstTrue, IsTrueForAll, IsTrueForAny, ManDownExperienceType, ModBuilderGameMode, ParseUI, PingBehavior, ScoreboardType, ShowEventGameModeMessage, ShowHighlightedGameModeMessage, ShowNotificationMessage, SimpleConditionState, SortedArray, SquadSpawnType, WaitUntil, getCapturePointCondition, getGlobalCondition, getHQCondition, getMCOMCondition, getPlayerCondition, getPlayerId, getPlayersInTeam, getSectorCondition, getSimpleCondition, getTeamCondition, getTeamId, getVehicleCondition, getVehicleSpawnerCondition };
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//# sourceMappingURL=index.js.map
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