import { __name } from "../../../_virtual/_rolldown/runtime.js"; import { Vector3 } from "@overextended/core/vector"; //#region common/game/Entity/index.d.ts declare enum StateBagReplication { /** The value is replicated to the server and all relevant clients. */ REPLICATED = 1, /** The value is synced between the server and entity owner. Player only. */ SYNCED = 2 } declare abstract class GameEntity { #private; readonly type: string; /** The entity's network id. */ readonly netId: number; protected statebag: string; /** Writes a value to the entity's state. Replicated values are validated by the server. */ set(key: string, value: unknown, mode?: StateBagReplication): Promise; /** Writes a replicated value to the entity's state. Client-set values are validated by the server. */ setr(key: string, value: unknown): Promise; /** Writes a synced value to the entity's state. Client-set values are validated by the server. */ sets(key: string, value: unknown): Promise; /** Returns a value from the entity's state. */ get(key: string): T | undefined; /** Returns if a key exists in the entity's state. */ has(key: string): boolean; /** Returns an array of all keys in the entity's state. */ keys(): string[]; /** The entity's script handle */ get handle(): number; protected setHandle(handle: number): void; getCoords(): Vector3; setCoords(x: number, y: number, z: number, deadFlag?: boolean, ragdollFlag?: boolean, clearArea?: boolean): void; getModel(): number; getHeading(): number; setHeading(heading: number): void; getRoutingBucket(): {}; setRoutingBucket(bucket: number): void; } //#endregion export { GameEntity }; //# sourceMappingURL=index.d.ts.map