@rbxts/types 1.0.583 → 1.0.586
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.
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@@ -10874,6 +10874,10 @@ interface GuiObject extends GuiBase2d {
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* To determine or set which GUI element is selected by the user, you can use the [GuiService.SelectedObject](https://developer.roblox.com/en-us/api-reference/property/GuiService/SelectedObject) property. The user uses the gamepad to select different GUI elements, invoking the [GuiObject.NextSelectionUp](https://developer.roblox.com/en-us/api-reference/property/GuiObject/NextSelectionUp), [GuiObject.NextSelectionDown](https://developer.roblox.com/en-us/api-reference/property/GuiObject/NextSelectionDown), [GuiObject.NextSelectionLeft](https://developer.roblox.com/en-us/api-reference/property/GuiObject/NextSelectionLeft), and [GuiObject.NextSelectionRight](https://developer.roblox.com/en-us/api-reference/property/GuiObject/NextSelectionRight) events.
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*/
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SelectionImageObject: GuiObject | undefined;
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/**
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* Tags: NotBrowsable
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*/
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SelectionOrder: number;
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/**
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* This property determines a [GUI's](https://developer.roblox.com/en-us/api-reference/class/GuiObject) scalar and pixel size using a `UDim2`. Its value can be expressed as `UDim2.new(ScalarX, PixelX, ScalarY, PixelY)` or `({ScalarX, PixelX}, {ScalarY, PixelY})`.
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*
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@@ -15080,6 +15084,10 @@ interface Humanoid extends Instance {
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* Tags: Yields
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*/
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ApplyDescription(this: Humanoid, humanoidDescription: HumanoidDescription, assetTypeVerification?: CastsToEnum<Enum.AssetTypeVerification>): void;
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/**
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* Tags: Yields
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*/
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ApplyDescriptionReset(this: Humanoid, humanoidDescription: HumanoidDescription, assetTypeVerification?: CastsToEnum<Enum.AssetTypeVerification>): void;
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/**
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* If the emote could not be played because the emoteName is not found in the HumanoidDescription for the humanoid or the Humanoid is in the wrong HumanoidState for emotes then this API would return false to indicate that the emote was not played. The API would return true to indicate that the emote was played successfully.
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* Tags: Yields
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@@ -16125,6 +16133,10 @@ interface ImporterMeshSettings extends ImporterBaseSettings {
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readonly Dimensions: Vector3;
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DoubleSided: boolean;
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IgnoreVertexColors: boolean;
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/**
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* Tags: ReadOnly, NotReplicated
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*/
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readonly Manifold: boolean;
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/**
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* Tags: ReadOnly, NotReplicated
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*/
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@@ -3637,7 +3637,6 @@ interface StudioService extends Instance {
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PublishAs(this: StudioService, universeId: number, placeId: number, groupId: number): void;
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RefreshDocumentDisplayName(this: StudioService): void;
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RequestClose(this: StudioService, closeMode: CastsToEnum<Enum.StudioCloseMode>): void;
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SerializeInstances(this: StudioService, instances: Array<Instance>): string;
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SetPluginEnabled(this: StudioService, assetId: number, state: boolean): void;
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SetUniverseDisplayName(this: StudioService, newName: string): void;
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ShowPlaceVersionHistoryDialog(this: StudioService, placeId: number): void;
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@@ -218,9 +218,25 @@ declare namespace Enum {
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export const DressSkirt: DressSkirt;
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export interface Eyebrow {
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Name: "Eyebrow";
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Value: 18;
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EnumType: EnumType<AccessoryType>;
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}
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export const Eyebrow: Eyebrow;
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export interface Eyelash {
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Name: "Eyelash";
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Value: 19;
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EnumType: EnumType<AccessoryType>;
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}
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export const Eyelash: Eyelash;
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export function GetEnumItems(this: defined): Array<AccessoryType>
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}
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export type AccessoryType = AccessoryType.Unknown | AccessoryType.Hat | AccessoryType.Hair | AccessoryType.Face | AccessoryType.Neck | AccessoryType.Shoulder | AccessoryType.Front | AccessoryType.Back | AccessoryType.Waist | AccessoryType.TShirt | AccessoryType.Shirt | AccessoryType.Pants | AccessoryType.Jacket | AccessoryType.Sweater | AccessoryType.Shorts | AccessoryType.LeftShoe | AccessoryType.RightShoe | AccessoryType.DressSkirt;
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export type AccessoryType = AccessoryType.Unknown | AccessoryType.Hat | AccessoryType.Hair | AccessoryType.Face | AccessoryType.Neck | AccessoryType.Shoulder | AccessoryType.Front | AccessoryType.Back | AccessoryType.Waist | AccessoryType.TShirt | AccessoryType.Shirt | AccessoryType.Pants | AccessoryType.Jacket | AccessoryType.Sweater | AccessoryType.Shorts | AccessoryType.LeftShoe | AccessoryType.RightShoe | AccessoryType.DressSkirt | AccessoryType.Eyebrow | AccessoryType.Eyelash;
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export namespace ActionType {
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export interface Nothing {
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Name: "Nothing";
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@@ -1282,9 +1298,25 @@ declare namespace Enum {
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export const DressSkirtAccessory: DressSkirtAccessory;
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export interface EyebrowAccessory {
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Name: "EyebrowAccessory";
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Value: 76;
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EnumType: EnumType<AssetType>;
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}
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export const EyebrowAccessory: EyebrowAccessory;
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export interface EyelashAccessory {
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Name: "EyelashAccessory";
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Value: 77;
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EnumType: EnumType<AssetType>;
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}
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export const EyelashAccessory: EyelashAccessory;
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export function GetEnumItems(this: defined): Array<AssetType>
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}
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export type AssetType = AssetType.Image | AssetType.TShirt | AssetType.Audio | AssetType.Mesh | AssetType.Lua | AssetType.Hat | AssetType.Place | AssetType.Model | AssetType.Shirt | AssetType.Pants | AssetType.Decal | AssetType.Head | AssetType.Face | AssetType.Gear | AssetType.Badge | AssetType.Animation | AssetType.Torso | AssetType.RightArm | AssetType.LeftArm | AssetType.LeftLeg | AssetType.RightLeg | AssetType.Package | AssetType.GamePass | AssetType.Plugin | AssetType.MeshPart | AssetType.HairAccessory | AssetType.FaceAccessory | AssetType.NeckAccessory | AssetType.ShoulderAccessory | AssetType.FrontAccessory | AssetType.BackAccessory | AssetType.WaistAccessory | AssetType.ClimbAnimation | AssetType.DeathAnimation | AssetType.FallAnimation | AssetType.IdleAnimation | AssetType.JumpAnimation | AssetType.RunAnimation | AssetType.SwimAnimation | AssetType.WalkAnimation | AssetType.PoseAnimation | AssetType.EarAccessory | AssetType.EyeAccessory | AssetType.EmoteAnimation | AssetType.Video | AssetType.TShirtAccessory | AssetType.ShirtAccessory | AssetType.PantsAccessory | AssetType.JacketAccessory | AssetType.SweaterAccessory | AssetType.ShortsAccessory | AssetType.LeftShoeAccessory | AssetType.RightShoeAccessory | AssetType.DressSkirtAccessory;
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export type AssetType = AssetType.Image | AssetType.TShirt | AssetType.Audio | AssetType.Mesh | AssetType.Lua | AssetType.Hat | AssetType.Place | AssetType.Model | AssetType.Shirt | AssetType.Pants | AssetType.Decal | AssetType.Head | AssetType.Face | AssetType.Gear | AssetType.Badge | AssetType.Animation | AssetType.Torso | AssetType.RightArm | AssetType.LeftArm | AssetType.LeftLeg | AssetType.RightLeg | AssetType.Package | AssetType.GamePass | AssetType.Plugin | AssetType.MeshPart | AssetType.HairAccessory | AssetType.FaceAccessory | AssetType.NeckAccessory | AssetType.ShoulderAccessory | AssetType.FrontAccessory | AssetType.BackAccessory | AssetType.WaistAccessory | AssetType.ClimbAnimation | AssetType.DeathAnimation | AssetType.FallAnimation | AssetType.IdleAnimation | AssetType.JumpAnimation | AssetType.RunAnimation | AssetType.SwimAnimation | AssetType.WalkAnimation | AssetType.PoseAnimation | AssetType.EarAccessory | AssetType.EyeAccessory | AssetType.EmoteAnimation | AssetType.Video | AssetType.TShirtAccessory | AssetType.ShirtAccessory | AssetType.PantsAccessory | AssetType.JacketAccessory | AssetType.SweaterAccessory | AssetType.ShortsAccessory | AssetType.LeftShoeAccessory | AssetType.RightShoeAccessory | AssetType.DressSkirtAccessory | AssetType.EyebrowAccessory | AssetType.EyelashAccessory;
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export namespace AssetTypeVerification {
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export interface Default {
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Name: "Default";
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@@ -1666,9 +1698,25 @@ declare namespace Enum {
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export const DressSkirtAccessory: DressSkirtAccessory;
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export interface EyebrowAccessory {
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Name: "EyebrowAccessory";
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Value: 76;
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EnumType: EnumType<AvatarAssetType>;
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}
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export const EyebrowAccessory: EyebrowAccessory;
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export interface EyelashAccessory {
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Name: "EyelashAccessory";
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Value: 77;
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EnumType: EnumType<AvatarAssetType>;
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}
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export const EyelashAccessory: EyelashAccessory;
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export function GetEnumItems(this: defined): Array<AvatarAssetType>
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}
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export type AvatarAssetType = AvatarAssetType.TShirt | AvatarAssetType.Hat | AvatarAssetType.HairAccessory | AvatarAssetType.FaceAccessory | AvatarAssetType.NeckAccessory | AvatarAssetType.ShoulderAccessory | AvatarAssetType.FrontAccessory | AvatarAssetType.BackAccessory | AvatarAssetType.WaistAccessory | AvatarAssetType.Shirt | AvatarAssetType.Pants | AvatarAssetType.Gear | AvatarAssetType.Head | AvatarAssetType.Face | AvatarAssetType.Torso | AvatarAssetType.RightArm | AvatarAssetType.LeftArm | AvatarAssetType.LeftLeg | AvatarAssetType.RightLeg | AvatarAssetType.ClimbAnimation | AvatarAssetType.FallAnimation | AvatarAssetType.IdleAnimation | AvatarAssetType.JumpAnimation | AvatarAssetType.RunAnimation | AvatarAssetType.SwimAnimation | AvatarAssetType.WalkAnimation | AvatarAssetType.EmoteAnimation | AvatarAssetType.TShirtAccessory | AvatarAssetType.ShirtAccessory | AvatarAssetType.PantsAccessory | AvatarAssetType.JacketAccessory | AvatarAssetType.SweaterAccessory | AvatarAssetType.ShortsAccessory | AvatarAssetType.LeftShoeAccessory | AvatarAssetType.RightShoeAccessory | AvatarAssetType.DressSkirtAccessory;
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export type AvatarAssetType = AvatarAssetType.TShirt | AvatarAssetType.Hat | AvatarAssetType.HairAccessory | AvatarAssetType.FaceAccessory | AvatarAssetType.NeckAccessory | AvatarAssetType.ShoulderAccessory | AvatarAssetType.FrontAccessory | AvatarAssetType.BackAccessory | AvatarAssetType.WaistAccessory | AvatarAssetType.Shirt | AvatarAssetType.Pants | AvatarAssetType.Gear | AvatarAssetType.Head | AvatarAssetType.Face | AvatarAssetType.Torso | AvatarAssetType.RightArm | AvatarAssetType.LeftArm | AvatarAssetType.LeftLeg | AvatarAssetType.RightLeg | AvatarAssetType.ClimbAnimation | AvatarAssetType.FallAnimation | AvatarAssetType.IdleAnimation | AvatarAssetType.JumpAnimation | AvatarAssetType.RunAnimation | AvatarAssetType.SwimAnimation | AvatarAssetType.WalkAnimation | AvatarAssetType.EmoteAnimation | AvatarAssetType.TShirtAccessory | AvatarAssetType.ShirtAccessory | AvatarAssetType.PantsAccessory | AvatarAssetType.JacketAccessory | AvatarAssetType.SweaterAccessory | AvatarAssetType.ShortsAccessory | AvatarAssetType.LeftShoeAccessory | AvatarAssetType.RightShoeAccessory | AvatarAssetType.DressSkirtAccessory | AvatarAssetType.EyebrowAccessory | AvatarAssetType.EyelashAccessory;
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export namespace AvatarContextMenuOption {
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export interface Friend {
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Name: "Friend";
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@@ -2146,9 +2194,17 @@ declare namespace Enum {
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export const Animations: Animations;
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export interface Shoes {
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Name: "Shoes";
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Value: 3;
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EnumType: EnumType<BundleType>;
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}
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export const Shoes: Shoes;
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export function GetEnumItems(this: defined): Array<BundleType>
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}
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export type BundleType = BundleType.BodyParts | BundleType.Animations;
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export type BundleType = BundleType.BodyParts | BundleType.Animations | BundleType.Shoes;
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export namespace Button {
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export interface Jump {
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Name: "Jump";
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package/include/lua.d.ts
CHANGED
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function freeze(t: object): void;
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/** Returns whether or not `t` is frozen */
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function isfrozen<T extends object>(t: T): t is Readonly<T>;
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/**
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* Takes an object and returns a new object that has the same keys, values and metatable.
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*
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* The cloning is shallow - meaning that any object values in the clone will reference the same value objects as the parent.
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*/
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function clone<V>(value: ReadonlyArray<V>): Array<V>;
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function clone<V>(value: ReadonlySet<V>): Set<V>;
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function clone<K, V>(value: ReadonlyMap<K, V>): Map<K, V>;
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function clone<T extends object>(value: T): T;
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}
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type thread = {
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