@wayward/types 2.15.5-beta.dev.20260702.1 → 2.15.5-beta.dev.20260707.1
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@@ -169,6 +169,7 @@ export default abstract class EntityMovable<DescriptionType = unknown, TypeType
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protected onMovementCompleted(movingData: IMovingData): void;
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get isFlying(): boolean;
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get isFastMoving(): boolean;
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setFastMoving(fastMoving: boolean): void;
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/**
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* Checks if the entity is moving.
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* This is based on the local client state (renderer).
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@@ -332,6 +332,7 @@ export default abstract class Human<DescriptionType = unknown, TypeType extends
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* All the milestones we need to check on game load.
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*/
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protected checkOnLoadMilestones(): void;
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private resetDebugToolsMovementFlagsIfDisabled;
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setVehicle(item: Item | undefined, extinguishTorches?: boolean, skipMessage?: boolean): boolean;
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getWeightStatus(): WeightStatus;
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/**
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@@ -47,6 +47,11 @@ export declare class FieldOfView extends EventEmitter.Host<IFieldOfViewEvents> {
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* vision-blocking tile between two points. Used only for multiplayer sync check reporting so
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* that light-block map divergences between server and client can be pinpointed when line of
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* sight forks. Must stay in sync with `FieldOfView::Bresenham` in the C++ source.
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*
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* As well as the first blocker, this cross-checks the cached C++ light-block map against the block
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* state freshly derived from each tile's current terrain/doodad (`getTileUpdate`). A mismatch means
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* the FOV blocker map is stale - i.e. it was not rebuilt when the tile changed - which is a common
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* source of `CanASeeB` desyncs (e.g. a wall that blocks vision on one side but not the other).
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*/
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private static findVisionBlocker;
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static getBounds(origin: IVector3, mapSize: number, radius: number): IBound3;
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package/package.json
CHANGED