@rbxts/types 1.0.545 → 1.0.546
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/include/generated/None.d.ts +43 -10
- package/include/lua.d.ts +2 -2
- package/package.json +1 -1
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@@ -701,7 +701,13 @@ interface Instance {
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className: T,
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recursive?: boolean,
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): Instances[T] | undefined;
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/**
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* Returns the first descendant found with the given FullName (or partial FullName).
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*/
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FindFirstDescendant(this: Instance, name: string): Instance | undefined;
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/**
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* Returns the Actor associated with the Instance, usually the first Actor ancestor
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*/
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GetActor(this: Instance): Actor;
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/**
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* This function returns the attribute which has been assigned to the given name. If no attribute has been assigned then nil is returned.
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@@ -6767,6 +6773,10 @@ interface LineForce extends Constraint {
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ReactionForceEnabled: boolean;
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}
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/** The **LinearVelocity** constraint applies force on a part/assembly to maintain a linear velocity.
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*
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* This object maintains all functionality of [BodyVelocity](https://developer.roblox.com/en-us/api-reference/class/BodyVelocity), a legacy body mover. To instead apply a constant force, use a [VectorForce](https://developer.roblox.com/en-us/api-reference/class/VectorForce) object instead.
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*/
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interface LinearVelocity extends Constraint {
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/**
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* **DO NOT USE!**
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@@ -6777,28 +6787,48 @@ interface LinearVelocity extends Constraint {
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*/
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readonly _nominal_LinearVelocity: unique symbol;
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/**
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*
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* The normalized [Vector3](https://developer.roblox.com/en-us/api-reference/datatype/Vector3) direction for constraining the velocity along a line, when `LinearVelocity/VelocityConstraintMode| VelocityConstraintMode` is set to **Line**. Default is \[1, 0, 0\].
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*/
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LineDirection: Vector3;
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/**
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*
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* Float value of the velocity when [VelocityConstraintMode](https://developer.roblox.com/en-us/api-reference/property/LinearVelocity/VelocityConstraintMode) is set to **Line**. Default is 0.
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*/
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LineVelocity: number;
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/**
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* Maximum
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* Maximum magnitude of the force vector the constraint can apply.
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*/
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MaxForce: number;
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/**
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*
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* [Vector2](https://developer.roblox.com/en-us/api-reference/datatype/Vector2) value of the velocity in each tangent direction of the plane, when [VelocityConstraintMode](https://developer.roblox.com/en-us/api-reference/property/LinearVelocity/VelocityConstraintMode) is set to **Plane**. Default is \[0, 0\].
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*/
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PlaneVelocity: Vector2;
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/**
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* The primary axis in the plane, when [VelocityConstraintMode](https://developer.roblox.com/en-us/api-reference/property/LinearVelocity/VelocityConstraintMode) is set to **Plane**. Value depends on the value of `LinearVelocityConstraint/RelativeTo|RelativeTo` as follows:
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*
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* * If `LinearVelocityConstraint/RelativeTo|RelativeTo` is set to **Attachment0**, this axis is the [Axis](https://developer.roblox.com/en-us/api-reference/property/Attachment/Axis) of [Attachment0](https://developer.roblox.com/en-us/api-reference/property/Constraint/Attachment0).
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* * If `LinearVelocityConstraint/RelativeTo|RelativeTo` is set to **Attachment1**, this axis is the [Axis](https://developer.roblox.com/en-us/api-reference/property/Attachment/Axis) of [Attachment1](https://developer.roblox.com/en-us/api-reference/property/Constraint/Attachment1).
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* * If `LinearVelocityConstraint/RelativeTo|RelativeTo` is set to **World**, this value must be specified in the world space.
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*/
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PrimaryTangentAxis: Vector3;
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/**
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*
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* Sets the [ActuatorRelativeTo](https://developer.roblox.com/en-us/api-reference/enum/ActuatorRelativeTo) property for the [LinearVelocity](https://developer.roblox.com/en-us/api-reference/class/LinearVelocity) constraint.
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*/
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RelativeTo: Enum.ActuatorRelativeTo;
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/**
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* The secondary axis in the plane, when [VelocityConstraintMode](https://developer.roblox.com/en-us/api-reference/property/LinearVelocity/VelocityConstraintMode) is set to **Plane**. Value depends on the value of `LinearVelocityConstraint/RelativeTo|RelativeTo` as follows:
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*
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* * If `LinearVelocityConstraint/RelativeTo|RelativeTo` is set to **Attachment0**, this axis is the [SecondaryAxis](https://developer.roblox.com/en-us/api-reference/property/Attachment/SecondaryAxis) of [Attachment0](https://developer.roblox.com/en-us/api-reference/property/Constraint/Attachment0).
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* * If `LinearVelocityConstraint/RelativeTo|RelativeTo` is set to **Attachment1**, this axis is the [SecondaryAxis](https://developer.roblox.com/en-us/api-reference/property/Attachment/SecondaryAxis) of [Attachment1](https://developer.roblox.com/en-us/api-reference/property/Constraint/Attachment1).
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* * If `LinearVelocityConstraint/RelativeTo|RelativeTo` is set to **World**, this value must be specified in the world space.
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*/
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SecondaryTangentAxis: Vector3;
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/**
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* [Vector3](https://developer.roblox.com/en-us/api-reference/datatype/Vector3) velocity value when [VelocityConstraintMode](https://developer.roblox.com/en-us/api-reference/property/LinearVelocity/VelocityConstraintMode) is set to **Vector**. Default is \[0, 0, 0\].
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*/
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VectorVelocity: Vector3;
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/**
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* The mode of the [LinearVelocity](https://developer.roblox.com/en-us/api-reference/class/LinearVelocity) constraint: **Line**, **Plane**, or **Vector**. Default is **Vector**.
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*/
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VelocityConstraintMode: Enum.VelocityConstraintMode;
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}
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@@ -9393,9 +9423,9 @@ interface Fire extends Instance {
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Size: number;
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}
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/** An instance representing a 1D float curve encoded via a sorted list of [FloatCurveKeys](https://developer.roblox.com/en-us/api-reference/
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/** An instance representing a 1D float curve encoded via a sorted list of [FloatCurveKeys](https://developer.roblox.com/en-us/api-reference/datatype/FloatCurveKey).
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*
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*
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* [FloatCurveKeys](https://developer.roblox.com/en-us/api-reference/datatype/FloatCurveKey) are value-time points that represent the changes in value over time. The changes of a single value over time are represented by a curve. Animators can edit keys to modify a curve. The shape of the curve is dictated by the [KeyInterpolationMode](https://developer.roblox.com/en-us/api-reference/enum/KeyInterpolationMode) chosen at each key.
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*/
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interface FloatCurve extends Instance {
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/**
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@@ -13208,6 +13238,7 @@ interface Highlight extends Instance {
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* Considerations
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* --------------
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*
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* * There are port restrictions. You cannot use port 1194 or any port below 1024, except 80 and 443.
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* * For each Roblox game server, there is a limit of 500 HTTP requests per minute. Exceeding this may cause request-sending functions to stall entirely for about 30 seconds.
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* * Requests cannot be made to any Roblox website, such as [www.roblox.com](http://www.roblox.com).
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* * Web requests can fail for many reasons, so it is important to “code defensively” (use `pcall`) and have a plan for when requests fail.
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@@ -23806,11 +23837,13 @@ interface StandardPages<T = unknown> extends Pages<T> {
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readonly _nominal_StandardPages: unique symbol;
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}
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/** A ParticleEmitter allows for the creation of [particle systems](https://en.wikipedia.org/wiki/Particle_system). is a special effect object that emits customizable 2D billboard particles into the world. On Roblox, a particle is a 2D image
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/** A ParticleEmitter allows for the creation of [particle systems](https://en.wikipedia.org/wiki/Particle_system). It is a special effect object that emits customizable 2D billboard particles into the world. On Roblox, a particle is a square 2D image, like a [BillboardGui](https://developer.roblox.com/en-us/api-reference/class/BillboardGui) or [SurfaceGui](https://developer.roblox.com/en-us/api-reference/class/SurfaceGui) with an [ImageLabel](https://developer.roblox.com/en-us/api-reference/class/ImageLabel).
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*
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* To emit and render particles, a ParticleEmitter must be parented to a [BasePart](https://developer.roblox.com/en-us/api-reference/class/BasePart) (such as a [Part](https://developer.roblox.com/en-us/api-reference/class/Part)) or an [Attachment](https://developer.roblox.com/en-us/api-reference/class/Attachment) within such a part. Particles are emit automatically when the emitter is [Enabled](https://developer.roblox.com/en-us/api-reference/property/ParticleEmitter/Enabled) with a non-zero [Rate](https://developer.roblox.com/en-us/api-reference/property/ParticleEmitter/Rate), or manually when the [Emit](https://developer.roblox.com/en-us/api-reference/function/ParticleEmitter/Emit) method is called. The starting positions of particles are determined by the [Shape](https://developer.roblox.com/en-us/api-reference/property/ParticleEmitter/Shape) and [ShapePartial](https://developer.roblox.com/en-us/api-reference/property/ParticleEmitter/ShapePartial) properties as well as the parent [BasePart.Size](https://developer.roblox.com/en-us/api-reference/property/BasePart/Size). By default, particles spawn randomly in the **bounding box** of the parent part, although this can be configured to be on a specific surface by the emitter's [ShapeStyle](https://developer.roblox.com/en-us/api-reference/property/ParticleEmitter/ShapeStyle) and [EmissionDirection](https://developer.roblox.com/en-us/api-reference/property/ParticleEmitter/EmissionDirection). With a non-zero [Speed](https://developer.roblox.com/en-us/api-reference/property/ParticleEmitter/Speed), particles are set in motion outwards and/or inwards, depending on the [ShapeInOut](https://developer.roblox.com/en-us/api-reference/property/ParticleEmitter/ShapeInOut) property. The direction can be randomized with [SpreadAngle](https://developer.roblox.com/en-us/api-reference/property/ParticleEmitter/SpreadAngle). By default, particles face the camera, but the [Orientation](https://developer.roblox.com/en-us/api-reference/property/ParticleEmitter/Orientation) can be modified to respect the particle velocity instead.
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*
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* During the [Lifetime](https://developer.roblox.com/en-us/api-reference/property/ParticleEmitter/Lifetime) of the particles, they can change appearance according to the [Color](https://developer.roblox.com/en-us/api-reference/property/ParticleEmitter/Color) and [Size](https://developer.roblox.com/en-us/api-reference/property/ParticleEmitter/Size). Their motion can change over time according to the [Drag](https://developer.roblox.com/en-us/api-reference/property/ParticleEmitter/Drag) and [Acceleration](https://developer.roblox.com/en-us/api-reference/property/ParticleEmitter/Acceleration) properties, and they can also move as their parent moves when they are [LockedToPart](https://developer.roblox.com/en-us/api-reference/property/ParticleEmitter/LockedToPart) or have a non-zero [VelocityInheritance](https://developer.roblox.com/en-us/api-reference/property/ParticleEmitter/VelocityInheritance).
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*
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* Roblox provides several pre-made particle effect objects - [Fire](https://developer.roblox.com/en-us/api-reference/class/Fire), [Smoke](https://developer.roblox.com/en-us/api-reference/class/Smoke) and [Sparkles](https://developer.roblox.com/en-us/api-reference/class/Sparkles). They behave similarly to a ParticleEmitter, but they are not as customizable. They also lack
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* Roblox provides several pre-made particle effect objects - [Fire](https://developer.roblox.com/en-us/api-reference/class/Fire), [Smoke](https://developer.roblox.com/en-us/api-reference/class/Smoke) and [Sparkles](https://developer.roblox.com/en-us/api-reference/class/Sparkles). They behave similarly to a ParticleEmitter, but they are not as customizable. They also lack the particle-controlling methods ([Emit](https://developer.roblox.com/en-us/api-reference/function/ParticleEmitter/Emit) and [Clear](https://developer.roblox.com/en-us/api-reference/function/ParticleEmitter/Clear)). An [Explosion](https://developer.roblox.com/en-us/api-reference/class/Explosion) also creates particles, but provides little-to-no control with regards to how the effect looks.
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*
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* See also
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* --------
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package/include/lua.d.ts
CHANGED
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: T extends readonly [infer A, infer B, infer C, infer D, infer E, infer F]
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? LuaTuple<[number, A | B | C | D | E | F]>
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: T extends ReadonlyArray<infer U>
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? LuaTuple<
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? LuaTuple<[number, U]>
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: LuaTuple<[unknown, unknown]>;
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declare function next<T extends ReadonlyArray<any>>(
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: T extends [infer A, infer B, infer C, infer D, infer E, infer F]
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? LuaTuple<[number, A | B | C | D | E | F]>
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: T extends ReadonlyArray<infer U>
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? LuaTuple<
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? LuaTuple<[number, U]>
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: LuaTuple<[unknown, unknown]>;
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declare function next<T>(object: ReadonlyArray<T>, index?: number): LuaTuple<[number, T]>;
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declare function next<T>(object: ReadonlySet<T>, index?: T): LuaTuple<[T, true]>;
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