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glitch-client

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A stable and powefull lavalink client with so many features

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import { EventEmitter, WebSocket } from "ws"; declare module'Glitch' { export class Glitch extends EventEmitter { constructor(client: typeof EventEmitter| any,nodes:[],options:{}) public client :typeof EventEmitter | any public nodes :typeof Map public players :typeof Map public voiceStates :typeof Map public voiceServers :typeof Map public user : String public options: Object | any public shards :Number public sendData : Function public on(event: 'nodeConnect' | 'nodeReconnect', listener: (node: Object) => void): this public on(event: 'nodeDisconnect', listener: (event: any, node: Object) => void): this public on(event: 'nodeError', listener: (node: Object, event: any) => void): this public on(event: 'queueEnd', listener: (player:typeof EventEmitter |any,track:Object,data:Object|any ) => void): this public on(event: 'trackStart' | 'trackEnd', listener: (player:typeof EventEmitter |any,track:Object,data:Object|any) => void): this public on(event: 'trackEnd' | 'trackEnd', listener: (player:typeof EventEmitter |any,track:Object,data:Object|any) => void): this public on(event: 'trackStuck' | 'trackError', listener: (player:typeof EventEmitter |any,track:Object,data:Object|any) => void): this public on(event: 'socketClosed', listener: (player:typeof EventEmitter |any,data:Object|any) => void): this addNode(options:Object) removeNode(identifier:String) createConnection(data:Object) init(client:typeof EventEmitter|any) leastUsedNodes() resolve(track:String, source:String) decodeTrack(tarck:String) get(guildID:String) } } export class Node { constructor(manager:typeof EventEmitter|any,options:object,node:object) public manager: EventEmitter public name: string public host: string public port : number public url : string public password: string public secure: boolean public ws: WebSocket public reconnectTime : number public resumeKey:string|number; public resumeTimeout: number public reconnectAttempt:number; public reconnects:number; public isConnected:boolean; public destroyed:boolean; public stats:Object connect():void destroy(): void reconnect(): void send(playload:Object): void | Object | String get penalties():Number } export class Player extends EventEmitter { constructor(manager:EventEmitter,node:Map<any, any>|Object, options:Object) public manager:EventEmitter public queue:Array<any> |any public node: Map<any, any>|Object|Any; public filters: any public guild:String public voiceChannel:any public textChannel:any; public isConnected: boolean; public isPlaying:boolean; public isPaused:boolean; public trackRepeat:boolean; public queueRepeat:boolean; public loop:Number; public position :Number; public volume :Number; public currentTrack:Object public previousTrack:Object; public voiceUpdateState:any; play() stop() pause(pause:Boolean) seekTo(position:Number) setVolume(volume:Number) TrackRepeat(); QueueRepeat(); DisableRepeat(); setTextChannel(channel:any) setVoiceChannel(channel:any) connect(data:any) reconnect() disconnect() destroy() autoplay(toggle:Boolean) }