/** @noSelfInFile */ import { lua as sharedLua } from '@asledgehammer/pipewrench'; declare module '@asledgehammer/pipewrench/client' { export namespace lua.client.TimedActions { /** @customConstructor ISReloadWeaponAction:new */ export class ISReloadWeaponAction extends sharedLua.shared.TimedActions.ISBaseTimedAction { [id: string]: any; static [id: string]: any; ammoCount: any; ammoCountStart: any; bullets: any; gun: any; playedInsertAmmoStartSound: any; reloading: any; useProgressBar: any; constructor(character: any, gun: any); animEvent(event: any, parameter: any, ...__args: never[]): any; ejectSpentRounds(...__args: never[]): any; initVars(...__args: never[]): any; loadAmmo(...__args: never[]): any; /** @noSelf */ static attackHook: (character: any, chargeDelta: any, weapon: any, ...__args: never[]) => any; /** @noSelf */ static BeginAutomaticReload: (playerObj: any, gun: any, ...__args: never[]) => any; /** @noSelf */ static canRack: (weapon: any, ...__args: never[]) => any; /** @noSelf */ static canShoot: (weapon: any, ...__args: never[]) => any; /** @noSelf */ static OnPlayerAttackFinished: (playerObj: any, weapon: any, ...__args: never[]) => any; /** @noSelf */ static OnPressRackButton: (player: any, gun: any, ...__args: never[]) => any; /** @noSelf */ static OnPressReloadButton: (player: any, gun: any, ...__args: never[]) => any; /** @noSelf */ static onShoot: (player: any, weapon: any, ...__args: never[]) => any; /** @noSelf */ static ReloadBestMagazine: (playerObj: any, gun: any, ...__args: never[]) => any; /** @noSelf */ static setReloadSpeed: (character: any, rack: any, ...__args: never[]) => any; } } export namespace lua.client.TimedActions.ISReloadWeaponAction {} }