interface MatchMultiKillCounts { /** 2-kill rounds. */ k2: number; /** 3-kill rounds. */ k3: number; /** 4-kill rounds. */ k4: number; /** Ace (5-kill) rounds. */ k5: number; } interface MatchMultiKillRow { /** Stable id — used as React key. */ id: string; /** Player display name. Truncated with `numberOfLines={1}`. */ name: string; /** Agent display icon URL. Falls back to a muted placeholder square. */ agentIconUrl?: string; /** When true, the row gets a yellow tint to mark the viewing player. */ isCurrentPlayer?: boolean; /** Per-tier counts. Zero values render muted. */ counts: MatchMultiKillCounts; } interface MatchMultiKillColumnLabels { player: string; k2: string; k3: string; k4: string; k5: string; } interface MatchMultiKillTableProps { /** One row per player, in display order. */ rows: MatchMultiKillRow[]; /** * Column header labels. Defaults to English / `NK` shorthand — override to * localise or to match your app's existing copy. */ columnLabels?: Partial; /** Extra classes merged onto the outer card wrapper. */ className?: string; } /** * Multi-kill tally table used on the match-detail screen — agent icon + * name on the left, then fixed-width columns counting 2K / 3K / 4K / 5K * rounds per player. Zero counts render muted so the rows with actual * multi-kills read at a glance. * * Data-free: the consumer pre-computes the tier counts and the row order. * Render two tables (ally / enemy) when the app needs the team split; this * block is a single table. Pair with `` above for a header + * team-filter slot. */ declare function MatchMultiKillTable({ rows, columnLabels, className }: MatchMultiKillTableProps): import("react/jsx-runtime").JSX.Element | null; export { MatchMultiKillTable }; export type { MatchMultiKillTableProps, MatchMultiKillRow, MatchMultiKillCounts, MatchMultiKillColumnLabels, }; //# sourceMappingURL=match-multi-kill-table.d.ts.map