/** * Means-of-death identifiers mirrored from the Quake II rerelease `mod_id_t` * enumeration in `g_local.h`. The numeric ordering is significant for * obituary strings and damage filtering, so we retain the exact sequence from * the C++ sources. */ export declare enum DamageMod { UNKNOWN = 0, BLASTER = 1, SHOTGUN = 2, SSHOTGUN = 3, MACHINEGUN = 4, CHAINGUN = 5, GRENADE = 6, G_SPLASH = 7, ROCKET = 8, R_SPLASH = 9, HYPERBLASTER = 10, RAILGUN = 11, BFG_LASER = 12, BFG_BLAST = 13, BFG_EFFECT = 14, HANDGRENADE = 15, HG_SPLASH = 16, WATER = 17, SLIME = 18, LAVA = 19, CRUSH = 20, TELEFRAG = 21, TELEFRAG_SPAWN = 22, FALLING = 23, SUICIDE = 24, HELD_GRENADE = 25, EXPLOSIVE = 26, BARREL = 27, BOMB = 28, EXIT = 29, SPLASH = 30, TARGET_LASER = 31, TRIGGER_HURT = 32, HIT = 33, TARGET_BLASTER = 34, RIPPER = 35, PHALANX = 36, BRAINTENTACLE = 37, BLASTOFF = 38, GEKK = 39, TRAP = 40, CHAINFIST = 41, DISINTEGRATOR = 42, ETF_RIFLE = 43, BLASTER2 = 44, HEATBEAM = 45, TESLA = 46, PROX = 47, NUKE = 48, VENGEANCE_SPHERE = 49, HUNTER_SPHERE = 50, DEFENDER_SPHERE = 51, TRACKER = 52, DBALL_CRUSH = 53, DOPPLE_EXPLODE = 54, DOPPLE_VENGEANCE = 55, DOPPLE_HUNTER = 56, GRAPPLE = 57, BLUEBLASTER = 58, FRIENDLY_FIRE = 59 } /** * Ordered list of the MOD_* identifiers. Tests use this to verify we stay in * lockstep with the rerelease values and to drive lookup helpers that need a * stable iteration order. */ export declare const ORDERED_DAMAGE_MODS: readonly DamageMod[]; /** * Returns the stable string name (e.g. `MOD_RAILGUN`) used by the rerelease * for obituary strings and logging. */ export declare function damageModName(mod: DamageMod): string; //# sourceMappingURL=damageMods.d.ts.map