/**
 * For `GridEntityType.ROCK` (2).
 *
 * Note that this does not always apply to `GridEntityRock`, since that class can be equal to other
 * grid entity types.
 */
export declare enum RockVariant {
    NORMAL = 0,
    EVENT = 1
}
/**
 * For GridEntityType.ROCK_ALT (6), RockAltType.URN.
 *
 * Note that you are unable to spawn specific urn variants. The game will pick a random variant
 * regardless of which one you select.
 */
export declare enum UrnVariant {
    NORMAL = 0,
    CHIPPED_TOP_LEFT = 1,
    NARROW = 2
}
/**
 * For GridEntityType.ROCK_ALT (6), RockAltType.MUSHROOM.
 *
 * Note that you are unable to spawn specific mushroom variants. The game will pick a random variant
 * regardless of which one you select.
 */
export declare enum MushroomVariant {
    NORMAL = 0,
    CHIPPED_TOP_RIGHT = 1,
    NARROW = 2
}
/**
 * For GridEntityType.ROCK_ALT (6), RockAltType.SKULL.
 *
 * Note that you are unable to spawn specific skull variants. The game will pick a random variant
 * regardless of which one you select.
 */
export declare enum SkullVariant {
    NORMAL = 0,
    FACING_RIGHT = 1,
    FACING_LEFT = 2
}
/**
 * For GridEntityType.ROCK_ALT (6), RockAltType.POLYP.
 *
 * Note that you are unable to spawn specific polyp variants. The game will pick a random variant
 * regardless of which one you select.
 */
export declare enum PolypVariant {
    NORMAL = 0,
    MANY_FINGERS = 1,
    FLIPPED_AND_SHIFTED_UPWARDS = 2
}
/**
 * For GridEntityType.ROCK_ALT (6), RockAltType.BUCKET.
 *
 * Note that you are unable to spawn specific bucket variants. The game will pick a random variant
 * regardless of which one you select.
 */
export declare enum BucketVariant {
    EMPTY = 0,
    FULL = 1,
    EMPTY_AND_SHIFTED_UPWARDS = 2
}
/** For `GridEntityType.PIT` (7). */
export declare enum PitVariant {
    NORMAL = 0,
    FISSURE_SPAWNER = 16
}
/**
 * For `GridEntityType.FIREPLACE` (13).
 *
 * This only partially corresponds to the `FireplaceVariant` for non-grid entities. (Spawning a grid
 * entity fireplace with a variant higher than 1 will result in a normal fireplace.)
 */
export declare enum FireplaceGridEntityVariant {
    NORMAL = 0,
    RED = 1
}
/** For `GridEntityType.POOP` (14). */
export declare enum PoopGridEntityVariant {
    NORMAL = 0,
    RED = 1,
    CORNY = 2,
    GOLDEN = 3,
    RAINBOW = 4,
    BLACK = 5,
    WHITE = 6,
    GIANT_TOP_LEFT = 7,
    GIANT_TOP_RIGHT = 8,
    GIANT_BOTTOM_LEFT = 9,
    GIANT_BOTTOM_RIGHT = 10,
    CHARMING = 11
}
/** For `GridEntityType.DOOR` (16). */
export declare enum DoorVariant {
    UNSPECIFIED = 0,
    LOCKED = 1,
    LOCKED_DOUBLE = 2,
    LOCKED_CRACKED = 3,
    LOCKED_BARRED = 4,
    /** The Mega Satan door, which is unlocked with the Key Piece familiars. */
    LOCKED_KEY_FAMILIAR = 5,
    LOCKED_GREED = 6,
    HIDDEN = 7,
    UNLOCKED = 8
}
/** For `GridEntityType.TRAPDOOR` (17). */
export declare enum TrapdoorVariant {
    NORMAL = 0,
    /**
     * Void Portals will have a `VarData` of 0 if they are part of the grid layout and a `VarData` of
     * 1 if they are spawned after defeating a boss.
     *
     * Manually spawning a trapdoor with a variant of a Void Portal will work, but the sprite will
     * have the appearance of a normal trapdoor; you must replace the sprite sheet with
     * "gfx/grid/voidtrapdoor.anm2".
     */
    VOID_PORTAL = 1
}
/** For `GridEntityType.CRAWL_SPACE` (18). */
export declare enum CrawlSpaceVariant {
    NORMAL = 0,
    /** Found by throwing a Chaos Card at Great Gideon. */
    GREAT_GIDEON = 1,
    /** Found in shops when the player has the Member Card item. */
    SECRET_SHOP = 2,
    /** Found when using Genesis on a "final" floor. */
    PASSAGE_TO_BEGINNING_OF_FLOOR = 3,
    /**
     * This variant is not used by the game.
     *
     * Any variant with a value of 4 or higher will not interact with the player.
     */
    NULL = 4
}
/** For `GridEntityType.PRESSURE_PLATE` (20). */
export declare enum PressurePlateVariant {
    PRESSURE_PLATE = 0,
    REWARD_PLATE = 1,
    GREED_PLATE = 2,
    RAIL_PLATE = 3,
    KILL_ALL_ENEMIES_PLATE = 9,
    SPAWN_ROCKS_PLATE = 10
}
/** For `GridEntityType.STATUE` (21). */
export declare enum StatueVariant {
    DEVIL = 0,
    ANGEL = 1
}
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