Добавить types
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# Classes
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## Radar
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### Methods
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- **`scanForEntities(radius: number): EntityType`**
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Scans for all entities within the given radius.
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- **`scan(radius: number): (EntityType | Ship)[]`**
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Scans for entities and ships within the radius.
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- **`scanForShips(radius: number): Ship[]`**
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Scans specifically for ships.
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- **`scanForPlayers(radius: number): Player`**
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Scans specifically for players.
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- **`getConfigInfo(): table`**
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Returns radar configuration information.
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---
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## Aliases
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### Ship
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```lua
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{
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is_ship: boolean,
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id: string,
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pos: Vec3,
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mass: number,
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rotation: Vec3,
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velocity: Vec3,
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size: number,
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scale: Vec3,
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center_of_mass_in_a_ship: Vec3,
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moment_of_inertia_tensor: number[][]
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}
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```
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### Entity
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```lua
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{
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is_entity: boolean,
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pos: number[],
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eye_pos: number[],
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eye_height: number,
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look_angle: number[],
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dimension: string,
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entity_type: string,
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air_supply: number,
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max_air_supply: number
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}
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```
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### Player
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```lua
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{
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is_player: boolean,
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pos: number[],
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eye_pos: number[],
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eye_height: number,
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look_angle: number[],
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dimension: string,
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entity_type: string,
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air_supply: number,
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max_air_supply: number,
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nickname: string,
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experience_level: number,
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xp_needed_for_next_level: number,
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experience_progress: number,
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health: number,
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max_health: number,
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armor_value: number,
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armor_cover_percentage: number,
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absorption_amount: number,
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is_baby: boolean,
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is_blocking: boolean,
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is_sleeping: boolean,
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is_fall_flying: boolean,
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speed: number,
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yHeadRot: number,
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yBodyRot: number
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}
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```
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### LivingEntity
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```lua
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{
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health: number,
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max_health: number,
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armor_value: number,
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armor_cover_percentage: number,
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absorption_amount: number,
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is_baby: boolean,
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is_blocking: boolean,
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is_sleeping: boolean,
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is_fall_flying: boolean,
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speed: number,
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yHeadRot: number,
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yBodyRot: number
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}
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```
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### EntityType
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Alias of:
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- `Entity`
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- `Player`
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- `LivingEntity`
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---
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## PlayerDetector
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### Methods
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- **`getOnlinePlayers(): string[]`**
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Returns a list of online player names.
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- **`getPlayer(name: string): PPlayer`**
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Returns detailed player data by name.
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- **`isPlayerInRange(range: number, name: string): boolean`**
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Checks if a player is within a given range.
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- **`getPlayersInCubic(x: number, y: number, z: number): string[]`**
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Gets player names within a cube centered at x, y, z.
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- **`getPlayersInRange(range: number): string[]`**
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Gets players within the specified spherical range.
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---
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### PPlayer
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```lua
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{
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x: number,
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y: number,
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z: number,
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yaw: number,
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pitch: number,
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dimension: string,
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eyeHeight: number,
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health: number,
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maxHealth: number,
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airSupply: number,
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respawnPosition: Vec3,
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respawnDimension: string,
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respawnAngle: number
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}
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```
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