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@nxg-org/mineflayer-physics-util

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Provides functionality for more accurate entity and projectile tracking.

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import type { Effect, Entity } from "prismarine-entity"; import type { Vec3 } from "vec3"; import { PlayerPoses } from "./poses"; import { ControlStateHandler } from "../states"; export * from "./entityState"; export * from "./playerState"; export * from "./poses"; export type Heading = { forward: number; strafe: number; }; export interface IEntityState { age: number; height: number; halfWidth: number; pos: Vec3; vel: Vec3; pitch: number; yaw: number; pose: PlayerPoses; control: ControlStateHandler; onGround: boolean; onClimbable: boolean; attributes: Entity["attributes"]; isUsingItem: boolean; isInWater: boolean; isInLava: boolean; isInWeb: boolean; elytraFlying: boolean; elytraEquipped: boolean; fireworkRocketDuration: number; sneakCollision: boolean; isCollidedHorizontally: boolean; isCollidedVertically: boolean; effects: Effect[]; jumpBoost: number; speed: number; slowness: number; dolphinsGrace: number; slowFalling: number; levitation: number; depthStrider: number; jumpTicks: number; jumpQueued: boolean; supportingBlockPos: Vec3 | null; clone(): IEntityState; } export declare function getPose(entity: Entity): number;