mirror of
https://github.com/SK8-ENGINE/skate-3-rust-engine.git
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407 lines
16 KiB
Lua
407 lines
16 KiB
Lua
---@meta
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-- SDK 2 language-server declarations. Not executed at runtime.
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---@alias Vec3 number[]
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---@alias Quat number[] xyzw
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---@class BodyDesc
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---@field shape {type:'box'|'sphere'|'capsule'|'convex'|'mesh', half_extents?:Vec3, radius?:number, half_height?:number, points?:Vec3[], path?:string, object?:string}
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---@field body_type 'dynamic'|'kinematic'|'static'
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---@field mass? number
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---@field position? Vec3
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---@field heading? number
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---@field friction? number
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---@field ccd? boolean
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---@field sensor? boolean
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---@field membership? integer
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---@field filter? integer
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---@field center_of_mass? Vec3 body-local COM (weight transfer under corner loads)
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---@field collider_offset? Vec3 chassis-local collider translation (legacy vehicle.json)
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---@field inertia_half_extents? Vec3 optional inertia box; with COM sets MassProperties
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---@field linear_damping? number default 0.08
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---@field angular_damping? number default 0.5
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---@class SpringRayOpts
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---@field local_origin Vec3
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---@field local_direction? Vec3 default {0,-1,0}
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---@field rest_length number
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---@field max_travel? number
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---@field contact_radius? number
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---@field stiffness number
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---@field compression? number
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---@field relaxation? number
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---@field damping? number alias for compression/relaxation
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---@field max_force? number
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---@field dt number
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---@class SpringRayHit
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---@field in_contact boolean
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---@field point Vec3
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---@field normal Vec3
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---@field hard_point Vec3
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---@field direction_ws Vec3
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---@field suspension_length number
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---@field load number
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---@field relative_velocity number
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---@class BodySnapshot
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---@field position Vec3
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---@field rotation Quat
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---@field linvel Vec3
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---@field angvel Vec3
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---@field force Vec3 last sdk.physics.force this tick (zeros if none); Rapier user forces are cleared each tick
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---@field torque Vec3 last sdk.physics.torque this tick
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---@field mass number
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---@field speed number |linvel|
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---@class PlayerSnapshot
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---@field id? string
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---@field local? boolean
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---@field name? string display name from the multiplayer menu
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---@field position Vec3
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---@field velocity Vec3
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---@field angvel Vec3
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---@field forward Vec3
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---@field heading number
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---@field rotation Quat
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---@field speed number
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---@field on_board boolean
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---@field state integer
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---@field category integer
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---@field filtered integer
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---@field mode string ground|air|grind|offboard|offboard_air|bail|teleport
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---@field grind string|nil
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---@field bailing boolean
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---@field trick string HUD trick name; empty when idle
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---@field trick_seq integer increments each newly announced trick; NOT a landing
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---@field landing_seq integer monotonic confirmed, banked on-board sequence counter
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---@field landed_trick string last confirmed landing label; persists until another landing
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---@field bail_seq integer monotonic wipeout-entry counter
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---@field new_trick boolean true for the announce frame
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---@field modified_trick boolean
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---@field close_tricks boolean
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---@field sequence boolean combo/line still live
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---@field score number
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---@field line number
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---@field multiplier number
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---@field line_time number
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---@field clean boolean
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---@field sketchy boolean
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---@field switch boolean
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---@field fakie boolean
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---@field nollie boolean
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---@field intents table<string, number>
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---@class ContactEvent
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---@field a string|nil body key or `"ground"` when the other side is owned
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---@field b string|nil body key or `"ground"`
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---@field started boolean true on pair begin, false on end
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---@class TouchingPair
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---@field a string|nil body key or `"ground"`
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---@field b string|nil body key or `"ground"`
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---@class PadSnapshot
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---@field buttons integer XInput button bits
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---@field triggers number[] LT, RT in 0..1
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---@field left number[] stick XY
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---@field right number[] stick XY
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---@class NetworkInfo
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---@field active boolean
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---@field local_id string
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---@field is_host boolean
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---@field host_id string
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---@field players string[]
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---@field states table<string, table<string, table<string, any>>> mod_id → peer_id → key → value
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---@field status string
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---@class SDKSnapshot
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---@field player PlayerSnapshot
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---@field skaters table<string, PlayerSnapshot>
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---@field map {name:string, generation:integer}
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---@field tick integer
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---@field keys table<string,boolean>
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---@field actions number[]
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---@field pad PadSnapshot
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---@field paused boolean
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---@field replay boolean
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---@field camera? {position:Vec3}
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---@field attach? {body:string, owner:string}
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---@field physics {bodies:table<string,BodySnapshot>, contacts:ContactEvent[], touching:TouchingPair[]}
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---@field network? NetworkInfo
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---@class ModCallbacks
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---@field on_load? fun()
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---@field on_unload? fun()
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---@field on_ui_update? fun(event:{dt:number,paused:boolean}) runs while paused; does not advance simulation timers (menus >= 2)
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---@field on_update? fun(event:{dt:number})
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---@field on_fixed_update? fun(event:{dt:number})
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---@field on_settings? fun(event:{key:string,value:any})
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---@field on_event? fun(event:{name:string})
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sdk = {
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api_version = 2,
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---@type string
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mod_id = "",
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---@type table<string, any>
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settings = {},
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---@type SDKSnapshot
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snapshot = {},
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physics = {}, graphics = {}, player = {}, camera = {}, input = {}, ui = {}, net = {}, assets = {},
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time = { elapsed = 0 },
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}
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---@param text string
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function sdk.log(text) end
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---@param path string
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---@return string
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function sdk.read_text(path) end
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---@param path string package-relative .glb
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---@return {nodes:string[], meshes:string[]}
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function sdk.assets.objects(path) end
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---@param key string
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---@param body BodyDesc
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function sdk.physics.spawn(key, body) end
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---@param key string
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function sdk.physics.remove(key) end
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---@param key string
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---@param opts {shape:{type:'mesh'|'convex', path?:string, object?:string, points?:Vec3[]}, position?:Vec3, friction?:number}
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function sdk.physics.add_collider(key, opts) end
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---@param key string
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---@param force Vec3
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---@param point? Vec3
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function sdk.physics.force(key, force, point) end
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---@param key string
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---@param impulse Vec3
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---@param point? Vec3
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function sdk.physics.impulse(key, impulse, point) end
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---@param key string
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---@param torque Vec3
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function sdk.physics.torque(key, torque) end
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---@param key string
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---@param torque Vec3
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function sdk.physics.torque_impulse(key, torque) end
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---@param origin Vec3
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---@param direction Vec3
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---@param opts? {max_distance?:number, filter?:'all'|'ground', exclude?:string[]}
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---@return {body:string|nil, point:Vec3, normal:Vec3, toi:number}|nil
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function sdk.physics.raycast(origin, direction, opts) end
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---@param key string
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---@param point Vec3
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---@return Vec3|nil
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function sdk.physics.velocity_at(key, point) end
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---@param key string
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---@param point Vec3
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---@param direction Vec3
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---@return number|nil
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function sdk.physics.effective_inv_mass(key, point, direction) end
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---@param key string
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---@param opts SpringRayOpts
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---@return SpringRayHit|nil
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function sdk.physics.spring_ray(key, opts) end
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---@param key string
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---@param local_accel Vec3
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---@param dt? number
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---@return Vec3|nil
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function sdk.physics.local_ang_accel_impulse(key, local_accel, dt) end
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---@param key string
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---@param linvel Vec3
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function sdk.physics.set_linvel(key, linvel) end
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---@param key string
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---@param angvel Vec3
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function sdk.physics.set_angvel(key, angvel) end
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---@param key string
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---@param position Vec3
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---@param rotation Quat
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function sdk.physics.set_pose(key, position, rotation) end
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---@param key string
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---@param joint {body_a:string, body_b:string, anchor_a:Vec3, anchor_b:Vec3, axis?:Vec3, limits?:[number,number], contacts_enabled?:boolean}
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function sdk.physics.revolute(key, joint) end
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---@param key string
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---@param joint {body_a:string, body_b:string, anchor_a?:Vec3, anchor_b?:Vec3, axis?:Vec3, limits?:[number,number], contacts_enabled?:boolean}
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function sdk.physics.prismatic(key, joint) end
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---@param key string
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---@param motor {mode:'velocity', target_velocity:number, factor?:number, max_force?:number}|{mode:'position', target_position:number, stiffness:number, damping:number, max_force?:number}
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function sdk.physics.joint_motor(key, motor) end
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---@param key string
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---@param spring {position?:number, target_position?:number, stiffness:number, damping:number, max_force?:number}
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function sdk.physics.joint_spring(key, spring) end
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---@param key string
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function sdk.physics.remove_joint(key) end
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---@param key string
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---@return BodySnapshot|nil
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function sdk.physics.read(key) end
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---@return ContactEvent[] edge events from the previous Rapier step
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function sdk.physics.contacts() end
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---@return TouchingPair[] pairs in contact after the previous Rapier step (`ground` included)
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function sdk.physics.touching() end
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---@param key string
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---@param opts {path?:string, body?:string, position?:Vec3, rotation?:Quat, scale?:Vec3, color?:Vec3, visible?:boolean, opacity?:number}
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function sdk.graphics.mesh(key, opts) end
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---@param key string
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function sdk.graphics.remove(key) end
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---@param key string
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---@param visible boolean
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function sdk.graphics.set_visible(key, visible) end
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---@class MeshBufferOpts
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---@field body? string
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---@field position? Vec3 body-local when bound, world when unbound
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---@field rotation? Quat
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---@field scale? Vec3
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---@field blend? boolean default true
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---@field unlit? boolean default true
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---@field visible? boolean default true
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---@field depth_bias? number decal bias, default 0
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---@field texture? string mod-relative PNG path, e.g. textures/skid_tread.png
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---@field capture? string named camera capture; mutually exclusive with texture
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---@field tint? Vec3 material tint, default white
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---@class MeshBufferWrite
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---@field positions Vec3[]
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---@field normals? Vec3[]
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---@field colors? number[][] per-vertex RGBA (packed flat by the runtime)
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---@field uvs? number[][]
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---@field indices integer[] 0-based triangle indices
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---@class LightOpts
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---@field kind? "point"|"spot"
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---@field body? string
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---@field position? Vec3
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---@field offset? Vec3
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---@field direction? Vec3 spot axis
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---@field color? Vec3
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---@field intensity? number
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---@field range? number
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---@field inner_angle? number
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---@field outer_angle? number
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---@param key string
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---@param opts? MeshBufferOpts
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function sdk.graphics.mesh_buffer(key, opts) end
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---@param key string
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---@param data MeshBufferWrite
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function sdk.graphics.mesh_buffer_write(key, data) end
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---@param key string
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---@param data MeshBufferWrite append-only delta; indices are absolute in the combined mesh
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function sdk.graphics.mesh_buffer_append(key, data) end
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---@param key string
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---@param opts? LightOpts
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function sdk.graphics.light(key, opts) end
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---@return PlayerSnapshot
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function sdk.player.read() end
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---@return table<string, PlayerSnapshot>
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function sdk.player.skaters() end
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---@param id string|number
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---@return PlayerSnapshot|nil
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function sdk.player.skater(id) end
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---@param body string
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---@param offset? Vec3
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function sdk.player.attach(body, offset) end
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function sdk.player.detach() end
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---@return string|nil
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function sdk.player.attached() end
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---@param body? string
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---@param offset? Vec3
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function sdk.camera.follow(body, offset) end
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function sdk.camera.clear_follow() end
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---@param position Vec3
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---@param look_at? Vec3
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function sdk.camera.set(position, look_at) end
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---@param peer string|number|nil peer id to spectate, or nil to restore the native camera
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function sdk.camera.watch(peer) end
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---@param key string
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---@return boolean
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function sdk.input.down(key) end
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---@param id integer
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---@return number
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function sdk.input.action(id) end
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---@return PadSnapshot
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function sdk.input.pad() end
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---@param key string
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---@param text string
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function sdk.ui.text(key, text) end
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---@return NetworkInfo
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function sdk.net.info() end
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---@return string[]
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function sdk.net.players() end
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---@param key string
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---@param value any JSON-compatible; at most 512 encoded bytes; nil clears
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function sdk.net.publish(key, value) end
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---@param peer string|number peer id from info().local_id / remote peers
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---@param key string
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---@return any|nil
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function sdk.net.read(peer, key) end
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---@class TeleportOptions
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---@field position Vec3 world position, each coordinate within +/-100000
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---@field heading? number radians, default 0
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---@field velocity? Vec3 world linear velocity, each component within +/-200
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---@param options TeleportOptions moves only the local player through native travel
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function sdk.player.teleport(options) end
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sdk.session = {}
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---@return {active:boolean, local_id:string, is_host:boolean, authority:string, players:string[]}
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function sdk.session.info() end
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---The transport host may reclaim authority; the current authority may renew it.
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function sdk.session.claim() end
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---@param peer string|number connected peer; transfer is ratified asynchronously by host
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function sdk.session.transfer(peer) end
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---@param peer string|number connected peer; requires session authority
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---@param options TeleportOptions
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function sdk.session.teleport(peer, options) end
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sdk.volumes = {}
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---@param key string mod-owned id; at most 32 boxes per mod
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---@param options {position:Vec3, size:Vec3, rotation?:Quat, visible?:boolean, color?:Vec3, opacity?:number}
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function sdk.volumes.box(key, options) end
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---@param key string
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function sdk.volumes.remove(key) end
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---@param key string
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---@return {position:Vec3,size:Vec3,rotation:Quat,inside:string[]}|nil point overlaps, not physical collisions
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function sdk.volumes.read(key) end
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---@param key string mod-owned id; at most 2 per mod, 4 total
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---@param options {position:Vec3,look_at:Vec3,fov?:number,width?:integer,height?:integer} fov radians [0.2,2.5]; sizes [64,512], multiples of 16
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function sdk.camera.capture(key, options) end
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---@param key string releases the named target; bound meshes lose their image
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function sdk.camera.clear_capture(key) end
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---@class MenuItem
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---@field id string unique within this menu
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---@field label string
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---@field description? string
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---@field enabled? boolean default true
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---@field children? MenuItem[] submenu, up to 4 levels
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---@param key string mod-owned id; up to 8 menus per mod
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---@param options {title:string,section?:string,items:MenuItem[]} up to 64 total items
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---Actions dispatch on_event {name="menu_action",menu=key,item=item.id} to the owner, including while paused.
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function sdk.ui.menu(key, options) end
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---@param key string
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function sdk.ui.remove_menu(key) end
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---@class NativeContact
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---@field a {kind:string,index?:integer} board, skater, external, or world
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---@field b {kind:string,index?:integer}
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---@field point Vec3 world contact point
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---@field normal Vec3 native A-side normal
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---@field force Vec3 native solved normal plus friction force
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---@field normal_force Vec3
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---@field friction_force Vec3
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---@field impulse Vec3 force times simulation dt
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---@field static_friction number combined contact coefficient
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---@field dynamic_friction number combined contact coefficient
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---@field material_tags integer[] A and B material tags
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---@class NativeJoint
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---@field index integer zero-based native joint ID (use this, not Lua array index)
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---@field name string native authored joint name
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---@field parent integer native part index
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---@field child integer native part index
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---@field swing_limit number radians
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---@field twist_limit number radians
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---@field free_swing boolean
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---@field free_twist boolean
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---@field drive_enabled boolean false when a mod suppresses the child's animation drives
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---@field override_owner? string
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---@return {tick:integer,dt:number,contacts:NativeContact[],joints:NativeJoint[],parts:table[],ragdoll:boolean,partial_ragdoll:boolean} local player only
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function sdk.player.physics() end
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---@return NativeContact[] most recent solved frame, max 128 reports
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function sdk.player.contacts() end
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---@return NativeJoint[]
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function sdk.player.joints() end
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---@return {index:integer,position:Vec3,velocity:Vec3,angvel:Vec3,inverse_mass:number}[]
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function sdk.player.parts() end
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---@param joint integer zero-based index from sdk.player.joints()
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---@param options {swing_limit?:number,twist_limit?:number,free_swing?:boolean,free_twist?:boolean,drive_enabled?:boolean} angles [0.01,pi], radians
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---Replaces this mod's override; omitted properties follow native state. Another mod cannot take an owned joint.
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function sdk.player.set_joint(joint, options) end
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---@param joint integer restores this mod's joint override
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function sdk.player.reset_joint(joint) end
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---Restores all joint overrides owned by this mod.
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function sdk.player.reset_joints() end
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