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mdx-m3-viewer

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A browser WebGL model viewer. Mainly focused on models of the games Warcraft 3 and Starcraft 2.

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); const playercolor_1 = require("./types/playercolor"); const race_1 = require("./types/race"); const playergameresult_1 = require("./types/playergameresult"); const alliancetype_1 = require("./types/alliancetype"); const version_1 = require("./types/version"); const attacktype_1 = require("./types/attacktype"); const damagetype_1 = require("./types/damagetype"); const weapontype_1 = require("./types/weapontype"); const pathingtype_1 = require("./types/pathingtype"); const mousebuttontype_1 = require("./types/mousebuttontype"); const animtype_1 = require("./types/animtype"); const subanimtype_1 = require("./types/subanimtype"); const racepreference_1 = require("./types/racepreference"); const mapcontrol_1 = require("./types/mapcontrol"); const gametype_1 = require("./types/gametype"); const mapflag_1 = require("./types/mapflag"); const placement_1 = require("./types/placement"); const startlocprio_1 = require("./types/startlocprio"); const mapdensity_1 = require("./types/mapdensity"); const gamedifficulty_1 = require("./types/gamedifficulty"); const gamespeed_1 = require("./types/gamespeed"); const playerslotstate_1 = require("./types/playerslotstate"); const volumegroup_1 = require("./types/volumegroup"); const igamestate_1 = require("./types/igamestate"); const fgamestate_1 = require("./types/fgamestate"); const playerstate_1 = require("./types/playerstate"); const unitstate_1 = require("./types/unitstate"); const aidifficulty_1 = require("./types/aidifficulty"); const playerscore_1 = require("./types/playerscore"); const gameevent_1 = require("./types/gameevent"); const playerevent_1 = require("./types/playerevent"); const playerunitevent_1 = require("./types/playerunitevent"); const unitevent_1 = require("./types/unitevent"); const widgetevent_1 = require("./types/widgetevent"); const dialogevent_1 = require("./types/dialogevent"); const limitop_1 = require("./types/limitop"); const unittype_1 = require("./types/unittype"); const itemtype_1 = require("./types/itemtype"); const camerafield_1 = require("./types/camerafield"); const blendmode_1 = require("./types/blendmode"); const raritycontrol_1 = require("./types/raritycontrol"); const texmapflags_1 = require("./types/texmapflags"); const fogstate_1 = require("./types/fogstate"); const effecttype_1 = require("./types/effecttype"); const soundtype_1 = require("./types/soundtype"); function constantHandles() { const playerColors = []; const races = []; const playerGameResults = []; const allianceTypes = []; const versions = []; const attackTypes = []; const damageTypes = []; const weaponTypes = []; const pathingTypes = []; const mouseButtonTypes = []; const animTypes = []; const subAnimTypes = []; const racePrefs = []; const mapControls = []; const gameTypes = []; const mapFlags = []; const placements = []; const startLocPrios = []; const mapDensities = []; const gameDifficulties = []; const gameSpeeds = []; const playerSlotStates = []; const volumeGroups = []; const gameStates = []; const playerStates = []; const unitStates = []; const aiDifficulties = []; const playerScores = []; const events = []; const limitOps = []; const unitTypes = []; const itemTypes = []; const cameraFields = []; const blendModes = []; const rarityControls = []; const texMapFlags = []; const fogStates = []; const effectTypes = []; const soundTypes = []; for (let i = 0; i < 24; i++) { playerColors[i] = new playercolor_1.default(i); } for (let i = 0; i < 8; i++) { races[i] = new race_1.default(i); } for (let i = 0; i < 4; i++) { playerGameResults[i] = new playergameresult_1.default(i); } for (let i = 0; i < 10; i++) { allianceTypes[i] = new alliancetype_1.default(i); } for (let i = 0; i < 2; i++) { versions[i] = new version_1.default(i); } for (let i = 0; i < 7; i++) { attackTypes[i] = new attacktype_1.default(i); } for (let i = 0; i < 27; i++) { // Note: 1, 2, 3, 6, and 7 not exposed in common.j damageTypes[i] = new damagetype_1.default(i); } for (let i = 0; i < 24; i++) { weaponTypes[i] = new weapontype_1.default(i); } for (let i = 0; i < 8; i++) { pathingTypes[i] = new pathingtype_1.default(i); } for (let i = 0; i < 4; i++) { mouseButtonTypes[i] = new mousebuttontype_1.default(i); } for (let i = 0; i < 11; i++) { animTypes[i] = new animtype_1.default(i); } for (let i = 11; i < 63; i++) { subAnimTypes[i] = new subanimtype_1.default(i); } for (let i = 0; i < 8; i++) { const p = Math.pow(2, i); racePrefs[p] = new racepreference_1.default(p); } for (let i = 0; i < 6; i++) { mapControls[i] = new mapcontrol_1.default(i); } for (let i = 0; i < 8; i++) { const p = Math.pow(2, i); gameTypes[p] = new gametype_1.default(p); } for (let i = 0; i < 20; i++) { const p = Math.pow(2, i); mapFlags[p] = new mapflag_1.default(p); } for (let i = 0; i < 4; i++) { placements[i] = new placement_1.default(i); } for (let i = 0; i < 3; i++) { startLocPrios[i] = new startlocprio_1.default(i); } for (let i = 0; i < 4; i++) { mapDensities[i] = new mapdensity_1.default(i); } for (let i = 0; i < 4; i++) { gameDifficulties[i] = new gamedifficulty_1.default(i); } for (let i = 0; i < 5; i++) { gameSpeeds[i] = new gamespeed_1.default(i); } for (let i = 0; i < 3; i++) { playerSlotStates[i] = new playerslotstate_1.default(i); } for (let i = 0; i < 8; i++) { volumeGroups[i] = new volumegroup_1.default(i); } for (let i = 0; i < 2; i++) { gameStates[i] = new igamestate_1.default(i); } for (let i = 2; i < 3; i++) { gameStates[i] = new fgamestate_1.default(i); } for (let i = 0; i < 26; i++) { // Note: 17-24 not exposed in common.j playerStates[i] = new playerstate_1.default(i); } for (let i = 0; i < 4; i++) { unitStates[i] = new unitstate_1.default(i); } for (let i = 0; i < 3; i++) { aiDifficulties[i] = new aidifficulty_1.default(i); } for (let i = 0; i < 25; i++) { playerScores[i] = new playerscore_1.default(i); } for (let i = 0; i < 11; i++) { events[i] = new gameevent_1.default(i); } for (let i = 11; i < 18; i++) { events[i] = new playerevent_1.default(i); } for (let i = 18; i < 52; i++) { events[i] = new playerunitevent_1.default(i); } for (let i = 52; i < 89; i++) { events[i] = new unitevent_1.default(i); } for (let i = 89; i < 90; i++) { events[i] = new widgetevent_1.default(i); } for (let i = 90; i < 92; i++) { events[i] = new dialogevent_1.default(i); } for (let i = 256; i < 260; i++) { events[i] = new gameevent_1.default(i); } for (let i = 261; i < 269; i++) { events[i] = new playerevent_1.default(i); } for (let i = 269; i < 278; i++) { events[i] = new playerunitevent_1.default(i); } for (let i = 286; i < 295; i++) { events[i] = new unitevent_1.default(i); } for (let i = 0; i < 6; i++) { limitOps[i] = new limitop_1.default(i); } for (let i = 0; i < 27; i++) { unitTypes[i] = new unittype_1.default(i); } for (let i = 0; i < 9; i++) { itemTypes[i] = new itemtype_1.default(i); } for (let i = 0; i < 7; i++) { cameraFields[i] = new camerafield_1.default(i); } for (let i = 0; i < 6; i++) { blendModes[i] = new blendmode_1.default(i); } for (let i = 0; i < 1; i++) { rarityControls[i] = new raritycontrol_1.default(i); } for (let i = 0; i < 4; i++) { texMapFlags[i] = new texmapflags_1.default(i); } for (let i = 0; i < 3; i++) { const p = Math.pow(2, i); fogStates[p] = new fogstate_1.default(p); } for (let i = 0; i < 7; i++) { effectTypes[i] = new effecttype_1.default(i); } for (let i = 0; i < 2; i++) { soundTypes[i] = new soundtype_1.default(i); } return { playerColors, races, playerGameResults, allianceTypes, versions, attackTypes, damageTypes, weaponTypes, pathingTypes, mouseButtonTypes, animTypes, subAnimTypes, racePrefs, mapControls, gameTypes, mapFlags, placements, startLocPrios, mapDensities, gameDifficulties, gameSpeeds, playerSlotStates, volumeGroups, gameStates, playerStates, unitStates, aiDifficulties, playerScores, events, limitOps, unitTypes, itemTypes, cameraFields, blendModes, rarityControls, texMapFlags, fogStates, effectTypes, soundTypes, }; } exports.default = constantHandles; //# sourceMappingURL=constanthandles.js.map