yolkbot 0.1.0-alpha.7 → 0.1.0-alpha.9
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/build/browser.js +1 -1
- package/package.json +1 -1
- package/src/bot/GamePlayer.js +1 -1
- package/src/types/bot/GamePlayer.d.ts +1 -1
- package/src/types/bot.d.ts +45 -6
- package/src/types/dispatches/BootPlayerDispatch.d.ts +4 -2
- package/src/types/dispatches/ChatDispatch.d.ts +1 -1
- package/src/types/dispatches/FireDispatch.d.ts +2 -0
- package/src/types/dispatches/GameOptionsDispatch.d.ts +1 -1
- package/src/types/dispatches/GoToPlayerDispatch.d.ts +2 -1
- package/src/types/dispatches/GoToSpatulaDispatch.d.ts +1 -1
- package/src/types/dispatches/LookAtPosDispatch.d.ts +2 -0
- package/src/types/dispatches/MeleeDispatch.d.ts +2 -0
- package/src/types/dispatches/PauseDispatch.d.ts +2 -0
- package/src/types/dispatches/ReloadDispatch.d.ts +2 -0
- package/src/types/dispatches/ReportPlayerDispatch.d.ts +10 -1
- package/src/types/dispatches/SaveLoadoutDispatch.d.ts +2 -0
- package/src/types/dispatches/SpawnDispatch.d.ts +2 -0
- package/src/types/dispatches/SwapWeaponDispatch.d.ts +2 -0
- package/src/types/dispatches/SwitchTeamDispatch.d.ts +2 -0
- package/src/types/dispatches/ThrowGrenadeDispatch.d.ts +3 -0
- package/src/types/gun.d.ts +131 -0
package/package.json
CHANGED
package/src/bot/GamePlayer.js
CHANGED
package/src/types/bot.d.ts
CHANGED
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@@ -1,10 +1,9 @@
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1
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-
import { CommCode } from '../comm/Codes.js';
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-
import { Matchmaker } from '../matchmaker.js';
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import { yolkws } from '../socket.js';
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import { NodeList } from '../pathing/mapnode.js';
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import {
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import { yolkws } from '../socket.js';
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import { GamePlayer } from './bot/GamePlayer
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import { Character, GamePlayer } from './bot/GamePlayer';
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import { Gun } from './gun';
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import { Matchmaker } from './matchmaker';
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export interface BotParams {
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name?: string;
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@@ -76,6 +75,13 @@ export interface RawMapData {
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numPlayers: string;
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}
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export interface Collectable {
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id: number;
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x: number;
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y: number;
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z: number;
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}
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export interface Game {
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raw: RawGameData;
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code: string;
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@@ -101,7 +107,7 @@ export interface Game {
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isGameOwner: boolean;
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isPrivate: boolean;
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options: GameOptions;
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-
collectables:
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collectables: Collectable[][];
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teamScore: number[];
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spatula: {
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coords: { x: number; y: number; z: number };
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@@ -172,6 +178,39 @@ export class Bot {
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update(): void;
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on(event: string, cb: Function): void;
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onAny(cb: Function): void;
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on(event: 'authFail', cb: (reason: string) => void): void;
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on(event: 'balanceUpdate', cb: (oldBalance: number, newBalance: number) => void): void;
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on(event: 'banned', cb: (banRemaining: string) => void): void;
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on(event: 'chat', cb: (player: GamePlayer, message: string, flags: number) => void): void;
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on(event: 'close', cb: (code: number) => void): void;
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on(event: 'collectAmmo', cb: (player: GamePlayer, weapon: Gun) => void): void;
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on(event: 'collectGrenade', cb: (player: GamePlayer) => void): void;
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on(event: 'gameForcePause', cb: () => void): void;
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on(event: 'gameOptionsChange', cb: (oldOptions: GameOptions, newOptions: GameOptions) => void): void;
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on(event: 'gameReset', cb: () => void): void;
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on(event: 'gameStateChange', cb: (oldState: Game, newState: Game) => void): void;
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on(event: 'pingUpdate', cb: (oldPing: number, newPing: number) => void): void;
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on(event: 'playerBeginStreak', cb: (player: GamePlayer, streak: number) => void): void;
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on(event: 'playerChangeCharacter', cb: (player: GamePlayer, oldCharacter: Character, newCharacter: Character) => void): void;
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on(event: 'playerChangeGun', cb: (player: GamePlayer, oldGun: number, newGun: number) => void): void;
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on(event: 'playerDamaged', cb: (player: GamePlayer, oldHp: number, newHp: number) => void): void;
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on(event: 'playerDeath', cb: (player: GamePlayer, killer: GamePlayer) => void): void;
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on(event: 'playerFire', cb: (player: GamePlayer, weapon: Gun) => void): void;
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on(event: 'playerJoin', cb: (player: GamePlayer) => void): void;
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on(event: 'playerLeave', cb: (player: GamePlayer) => void): void;
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on(event: 'playerMelee', cb: (player: GamePlayer) => void): void;
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on(event: 'playerPause', cb: (player: GamePlayer) => void): void;
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on(event: 'playerReload', cb: (player: GamePlayer, weapon: Gun) => void): void;
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on(event: 'playerRespawn', cb: (player: GamePlayer) => void): void;
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on(event: 'playerSwapWeapon', cb: (player: GamePlayer, nowActive: number) => void): void;
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on(event: 'playerSwitchTeam', cb: (player: GamePlayer, oldTeam: number, newTeam: number) => void): void;
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on(event: 'selfDamaged', cb: (oldHp: number, newHp: number) => void): void;
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on(event: 'selfMoved', cb: (oldPos: { x: number; y: number; z: number }, newPos: { x: number; y: number; z: number }) => void): void;
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on(event: 'selfRespawnFail', cb: () => void): void;
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on(event: 'selfShieldHit', cb: (oldShield: number, newShield: number) => void): void;
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on(event: 'selfShieldLost', cb: () => void): void;
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on(event: 'spawnItem', cb: (type: number, _id: number, pos: { x: number; y: number; z: number }) => void): void;
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}
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export default Bot;
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@@ -1,10 +1,12 @@
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import Bot from '../bot';
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export declare class BootPlayerDispatch {
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uniqueId: string;
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constructor(uniqueId: string);
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check(bot:
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execute(bot:
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check(bot: Bot): boolean;
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execute(bot: Bot): void;
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}
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export default BootPlayerDispatch;
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import Bot from '../bot';
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type CheatingReasons = {
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cheating?: boolean;
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harassment?: boolean;
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offensive?: boolean;
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other?: boolean;
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}
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export class ReportPlayerDispatch {
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id?: number;
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name?: string;
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reasons: boolean[];
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reasonInt: number;
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constructor(idOrName: number | string, reasons?:
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constructor(idOrName: number | string, reasons?: CheatingReasons);
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check(bot: Bot): boolean;
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execute(bot: Bot): void;
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@@ -0,0 +1,131 @@
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type Ammo = {
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rounds: number;
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capacity: number;
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reload: number;
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store: number;
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storeMax: number;
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pickup: number;
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};
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type GunProps = {
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dmgTypeId?: number;
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highPrecision?: boolean;
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equipTime?: number;
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stowWeaponTime?: number;
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accuracy?: number;
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shootingAccuracy?: number;
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movementAccuracy?: number;
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accuracyMax?: number;
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accuracyMin?: number;
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accuracyLoss?: number;
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accuracyRecover?: number;
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tracer?: number;
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burstQueue?: number;
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adsMod?: number;
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movementAccuracyMod?: number;
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reloadBloom?: boolean;
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reloadTimeMod?: number;
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ammo?: Ammo;
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longReloadTime?: number;
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shortReloadTime?: number;
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weaponName?: string;
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standardMeshName?: string;
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rof?: number;
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recoil?: number;
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automatic?: boolean;
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damage?: number;
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totalDamage?: number;
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range?: number;
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velocity?: number;
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hasScope?: boolean;
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radius?: number;
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minRange?: number;
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burst?: number;
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burstRof?: number;
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movementInstability?: number;
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absoluteMinAccuracy?: number;
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};
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class Gun {
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dmgTypeId: number;
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highPrecision: boolean;
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equipTime: number;
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stowWeaponTime: number;
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accuracy: number;
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shootingAccuracy: number;
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movementAccuracy: number;
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accuracyMax: number;
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accuracyMin: number;
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accuracyLoss: number;
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accuracyRecover: number;
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tracer: number;
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burstQueue: number;
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adsMod: number;
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movementAccuracyMod: number;
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reloadBloom: boolean;
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reloadTimeMod: number;
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ammo: Ammo;
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longReloadTime: number;
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shortReloadTime: number;
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weaponName: string;
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standardMeshName: string;
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rof: number;
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recoil: number;
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automatic: boolean;
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damage: number;
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totalDamage: number;
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range: number;
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velocity: number;
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hasScope: boolean;
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radius: number;
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minRange: number;
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burst: number;
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burstRof: number;
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movementInstability: number;
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absoluteMinAccuracy: number;
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constructor(props: GunProps = {}) {
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this.dmgTypeId = props.dmgTypeId || 0;
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this.highPrecision = props.highPrecision || false;
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this.equipTime = props.equipTime || 13;
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this.stowWeaponTime = props.stowWeaponTime || 13;
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this.accuracy = props.accuracy || 0;
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this.shootingAccuracy = props.shootingAccuracy || 0;
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this.movementAccuracy = props.movementAccuracy || 0;
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this.accuracyMax = props.accuracyMax || 0;
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this.accuracyMin = props.accuracyMin || 0;
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this.accuracyLoss = props.accuracyLoss || 0;
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this.accuracyRecover = props.accuracyRecover || 0;
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this.tracer = props.tracer || 0;
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this.burstQueue = props.burstQueue || 0;
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this.adsMod = props.adsMod || 0.5;
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this.movementAccuracyMod = props.movementAccuracyMod || 1;
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this.reloadBloom = props.reloadBloom || true;
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this.reloadTimeMod = props.reloadTimeMod || 1;
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this.ammo = props.ammo || { rounds: 0, capacity: 0, reload: 0, store: 0, storeMax: 0, pickup: 0 };
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this.longReloadTime = props.longReloadTime || 0;
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this.shortReloadTime = props.shortReloadTime || 0;
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this.weaponName = props.weaponName || '';
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this.standardMeshName = props.standardMeshName || '';
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this.rof = props.rof || 0;
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this.recoil = props.recoil || 0;
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this.automatic = props.automatic || false;
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this.damage = props.damage || 0;
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this.totalDamage = props.totalDamage || 0;
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this.range = props.range || 0;
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this.velocity = props.velocity || 0;
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this.hasScope = props.hasScope || false;
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this.radius = props.radius || 0;
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this.minRange = props.minRange || 0;
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this.burst = props.burst || 0;
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this.burstRof = props.burstRof || 0;
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this.movementInstability = props.movementInstability || 0;
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this.absoluteMinAccuracy = props.absoluteMinAccuracy || 0;
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}
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}
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export {
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Gun,
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Ammo,
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GunProps
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};
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