/*
* MIT License
*
* Copyright (c) 2022 JabDoesThings
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/** @noSelfInFile */
///
///
declare module '@shughesuk/pipewrench' {
export namespace lua.client.TimedActions {
/** @customConstructor ISReloadWeaponAction:new */
export class ISReloadWeaponAction extends lua.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) => any) | any;
ejectSpentRounds: (() => any) | any;
initVars: (() => any) | any;
loadAmmo: (() => any) | any;
/** @noSelf */
static attackHook: (character: any, chargeDelta: any, weapon: any) => any;
/** @noSelf */
static BeginAutomaticReload: (playerObj: any, gun: any) => any;
/** @noSelf */
static canRack: (weapon: any) => any;
/** @noSelf */
static canShoot: (weapon: any) => any;
/** @noSelf */
static OnPlayerAttackFinished: (playerObj: any, weapon: any) => any;
/** @noSelf */
static OnPressRackButton: (player: any, gun: any) => any;
/** @noSelf */
static OnPressReloadButton: (player: any, gun: any) => any;
/** @noSelf */
static onShoot: (player: any, weapon: any) => any;
/** @noSelf */
static ReloadBestMagazine: (playerObj: any, gun: any) => any;
/** @noSelf */
static setReloadSpeed: (character: any, rack: any) => any;
}
}
export namespace lua.client.TimedActions.ISReloadWeaponAction { }
}