import { EntityState, ProtocolPlayerState, FrameData } from './state.js'; import { BinaryWriter, ServerCommand } from '@quake2ts/shared'; export declare class MessageWriter { private writer; private protocol; constructor(writer?: BinaryWriter, protocol?: number); getData(): Uint8Array; private getOpcode; writeCommand(cmd: ServerCommand, protocol?: number): void; writeServerData(protocol: number, serverCount: number, attractLoop: number, gameDir: string, playerNum: number, levelName: string): void; writeConfigString(index: number, str: string): void; writeStuffText(text: string): void; writeCenterPrint(msg: string): void; writePrint(level: number, msg: string): void; writeLayout(layout: string): void; writeInventory(inventory: number[]): void; writeMuzzleFlash(ent: number, weapon: number): void; writeMuzzleFlash2(ent: number, weapon: number): void; writeSound(mask: number, soundNum: number, volume: number, attenuation: number, offset: number, ent: number, pos: any, protocol: number): void; writeTempEntity(type: number, pos: any, pos2?: any, dir?: any, cnt?: number, color?: number, ent?: number, srcEnt?: number, destEnt?: number): void; writePlayerState(ps: ProtocolPlayerState): void; writePacketEntities(entities: EntityState[], delta: boolean, protocol: number): void; writeFrame(frame: FrameData, protocol: number): void; writeDeltaEntity(from: EntityState, to: EntityState, force: boolean): void; } //# sourceMappingURL=writer.d.ts.map