/** The two one-shot events the shell fires automatically for an entity, from `combat.hitReaction` and `entity.died`. */ export declare const AUTO_ONE_SHOT_EVENTS: readonly ["hit", "death"]; /** * Resolves the clip name a one-shot `event` should play from a model's `animation.oneShots` map, or `null` * if the event isn't bound. A `string[]` binding picks a variant by `roll` (a value in `[0, 1)`), so combat * can vary attack swings. Pure and deterministic given `roll` — the shell supplies the randomness. */ export declare function resolveOneShotClip(oneShots: Record | undefined, event: string, roll: number): string | null;