node-insim
Version:
An InSim library for NodeJS with TypeScript support
66 lines (65 loc) • 3.01 kB
JavaScript
;
var __extends = (this && this.__extends) || (function () {
var extendStatics = function (d, b) {
extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
return extendStatics(d, b);
};
return function (d, b) {
if (typeof b !== "function" && b !== null)
throw new TypeError("Class extends value " + String(b) + " is not a constructor or null");
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
return c > 3 && r && Object.defineProperty(target, key, r), r;
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.PlayerHCapFlags = exports.PlayerHCap = void 0;
var decorators_1 = require("../../decorators");
var base_1 = require("../base");
var PlayerHCap = /** @class */ (function (_super) {
__extends(PlayerHCap, _super);
function PlayerHCap(data) {
var _this = _super.call(this) || this;
/** Player's unique id */
_this.PLID = 0;
/** Bit 0: set Mass / bit 1: set TRes (e.g. Flags=3 to set both) - bit 7: silent */
_this.Flags = 0;
/** 0 to 200 - added mass (kg) */
_this.H_Mass = 0;
/** 0 to 50 - intake restriction */
_this.H_TRes = 0;
_this.initialize(data);
return _this;
}
__decorate([
(0, decorators_1.byte)()
], PlayerHCap.prototype, "PLID", void 0);
__decorate([
(0, decorators_1.byte)()
], PlayerHCap.prototype, "Flags", void 0);
__decorate([
(0, decorators_1.byte)()
], PlayerHCap.prototype, "H_Mass", void 0);
__decorate([
(0, decorators_1.char)()
], PlayerHCap.prototype, "H_TRes", void 0);
return PlayerHCap;
}(base_1.SendableStruct));
exports.PlayerHCap = PlayerHCap;
var PlayerHCapFlags;
(function (PlayerHCapFlags) {
/** Set added mass */
PlayerHCapFlags[PlayerHCapFlags["MASS"] = 1] = "MASS";
/** Set intake restriction */
PlayerHCapFlags[PlayerHCapFlags["INTAKE_RESTRICTION"] = 2] = "INTAKE_RESTRICTION";
/** Avoid showing a message on player's screen */
PlayerHCapFlags[PlayerHCapFlags["SILENT"] = 128] = "SILENT";
})(PlayerHCapFlags || (exports.PlayerHCapFlags = PlayerHCapFlags = {}));