anomaly-packer
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Anomaly Packer is a tool that helps in making of an addon for STALKER Anomaly with type-safe code using TypeScript
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TypeScript
declare class CGameObject {
constructor()
health: number
psy_health: number
power: number
satiety: number
radiation: number
morale: number
// cast
cast_Actor(): CActor
// cast_Car()
// cast_Heli()
cast_InventoryOwner(): CInventoryOwner
cast_InventoryBox(): CInventoryBox
// cast_CustomZone()
// cast_TorridZone()
// cast_MosquitoBald()
// cast_ZoneCampfire()
cast_CustomOutfit(): CCustomOutfit
cast_Helmet(): CHelmet
cast_Artefact(): CArtefact
cast_Ammo(): CWeaponAmmo
cast_Weapon(): CWeapon
cast_WeaponMagazined(): CWeaponMagazined
cast_WeaponMagazinedWGrenade(): CWeaponMagazinedWGrenade
cast_EatableItem(): CEatableItem
cast_BottleItem(): CBottleItem
//
// shared
//
id(): number
clsid(): number
level_vertex_id(): number
game_vertex_id(): number
has_info(portion: string): boolean
give_info_portion(portion: string): boolean
disable_info_portion(portion: string): void
/** Unique story id, @returns -1 (if not unique) */
story_id(): number
position(): vector
direction(): vector
section(): string
/** XML name */
profile_name(): string | null
name(): string
/** Id of object to which this object belongs. Used for items in inventories and boxes. @returns -1 (if no parent) */
parent(): number | null
mass(): number
/** Center of physical shell */
center(): vector
bind_object(obj: CGameObject): void
binded_object(): CGameObject | null
//
// Item
//
condition(): number | null
set_condition(condition: number): void
weight(): number | null
set_weight(weight: number): void
//
// actor
//
change_health(health: number): void
change_psy_health(psy: number): void
change_power(power: number): void
change_satiety(satiety: number): void
change_radiation(rad: number): void
change_morale(value: number): void
set_actor_position(pos: vector): void
set_actor_direction(dir: number): void
give_game_news(caption: string, text: string, icon_path: string, delay_ms: number, duration_ms: number): void
give_talk_message2(caption: string, text: string, icon_path: string, template?: string): void
switch_to_trade(): void
switch_to_talk(): void
switch_to_upgrade(): void
reload_weapon(): void
hide_weapon(): void
disable_hit_marks(_0: boolean): void
get_task_state(task_id: string): TODO // number
set_task_state(state: TODO /** number */, task_id: string): void
give_task(task: CGameTask, dt: number, check_existing: boolean, timer: number): void
set_active_task(task: CGameTask): void
is_active_task(task: CGameTask): boolean
get_task(id: string, only_in_process: boolean): CGameTask | null
use(user: CGameObject): boolean
start_trade(actor: CGameObject): void
start_upgrade(actor: CGameObject): void
//
// npc (stalker or monster)
//
alive(): boolean
play_sound(internal_type: number, max_start_type?: number, min_start_time?: number, max_stop_time?: number, min_stop_time?: number, id?: number): void
get_enemy(): CGameObject | null
get_corpse(): CGameObject | null
get_enemy_strength(): number
get_sound_info(): TODO
get_monster_hit_info(): TODO
best_danger(): TODO
best_enemy(): CGameObject
best_item(): CGameObject
motivation_action_manager(): TODO // CScriptActionPlanner
action_count(): number
action_by_index(index: number): TODO
memory_time(): number
memory_position(obj: CGameObject): vector
best_weapon(): CGameObject | null
patrol(): string | null
command(action: TODO, high_priority: boolean): void
action(): TODO
accuracy(): number
kill(by: CGameObject): void
death_time(): number
get_bleeding(): number
fov(): number
set_fov(fov: number): void
range(): number
set_range(range: number): void
iterate_inventory(iterator: (npc: CGameObject, item: CGameObject) => void, npc: CGameObject): void
max_health(): number
set_sight(target: CGameObject): void
who_hit_name(): string | null
who_hit_section_name(): string | null
active_slot(): number
make_item_active(item: CGameObject): void
item_in_slot(slot: number): CGameObject | null
activate_slot(slot: number): void
active_item(): CGameObject | null
object_count(): number
object(section: string): CGameObject | null
inventory_for_each(iterator: (item: CGameObject, npc: CGameObject) => void): void
team(): number
squad(): number
group(): number
rank(): number
character_rank(): number
set_character_rank(rank: number): void
character_name(): string | null
character_icon(): string
character_community(): string
set_character_community(comm: string, _0: 0, _1: 0): void
money(): number
transfer_money(sum: number, to: CGameObject): void
give_money(sum: number): void
drop_item(item: CGameObject): void
drop_item_and_teleport(item: CGameObject, pos: vector): void
eat(food: CGameObject): void
enable_talk(): void
disable_talk(): void
is_talking(): boolean
is_talk_enabled(): boolean
enable_trade(): void
disable_trade(): void
is_trade_enabled(): boolean
get_inv_weight(): number
get_inv_max_weight(): number
get_current_outfit(): TODO
//
// weapon
//
get_ammo_total(): void
get_ammo_in_magazine(): number
set_ammo_elapsed(count: number): void
unload_magazine(keep_ammo: boolean): void
force_unload_magazine(keep_ammo: boolean): void
set_ammo_type(type: number): void
get_ammo_type(): number
get_ammo_count_for_type(type: number): number
get_main_weapon_type(): number
get_weapon_type(): number
set_main_weapon_type(type: number): void
set_weapon_type(type: number): void
has_ammo_type(type: number): boolean
get_weapon_substate(): number
set_weight(weight: number): void
//
// weapon maganized
//
set_queue_size(size: number): void
//
// food
//
set_remaining_uses(uses: number): void
get_remaining_uses(): number
get_max_uses(): number
//
// explosives
//
explode(level_time: number): void
}
//
// casts
//
declare class CInventoryOwner extends CGameObject {
constructor()
IconName(): string
get_money(): number
EnableTalk(): void
DisableTalk(): void
IsTalkEnabled(): boolean
EnableTrade(): void
DisableTrade(): void
IsTradeEnabled(): boolean
EnableInvUpgrade(): void
DisableInvUpgrade(): void
IsInvUpgradeEnabled(): boolean
GetTalkPartner(): CInventoryOwner
/** @returns talk was offered */
OfferTalk(talk_partner: CInventoryOwner): boolean
StartTalk(talk_partner: CInventoryOwner, start_trade?: boolean): void
StopTalk(): void
IsTalking(): boolean
deadbody_can_take(can: boolean): void
deadbody_can_take_status(): boolean
deadbody_closed(closed: boolean): void
deadbody_closed_status(): boolean
}
declare class CInventoryBox extends CGameObject {
constructor()
can_take(): boolean
set_can_take(can: boolean): void
set_closed(closed: boolean, reason: string): void
}
declare class CCustomOutfit extends CGameObject {
constructor()
m_fPowerLoss: number
m_fHealthRestoreSpeed: number
m_fRadiationRestoreSpeed: number
m_fSatietyRestoreSpeed: number
m_fPowerRestoreSpeed: number
m_fBleedingRestoreSpeed: number
readonly bIsHelmetAvaliable: boolean
readonly bIsBackpackAvaliable: boolean
BonePassBullet(bone_id: number): boolean
get_HitFracActor(): number
get_artefact_count(): number
GetDefHitTypeProtection(outfit: CCustomOutfit, hit_type: number): number
GetHitTypeProtection(outfit: CCustomOutfit, hit_type: number, element: string): number
GetBoneArmor(element: number): number
}
declare class CHelmet extends CGameObject {
constructor()
m_fPowerLoss: number
m_fHealthRestoreSpeed: number
m_fRadiationRestoreSpeed: number
m_fSatietyRestoreSpeed: number
m_fPowerRestoreSpeed: number
m_fBleedingRestoreSpeed: number
get_HitFracActor(): number
GetDefHitTypeProtection(helmet: CHelmet, hit_type: number): number
GetHitTypeProtection(helmet: CHelmet, hit_type: number, element: string): number
GetBoneArmor(element: number): number
}
declare class CArtefact extends CGameObject {
constructor()
m_bCanSpawnZone: boolean
m_fHealthRestoreSpeed: number
m_fRadiationRestoreSpeed: number
m_fSatietyRestoreSpeed: number
m_fPowerRestoreSpeed: number
m_fBleedingRestoreSpeed: number
ActivateArtefact(): void
CanBeActivated(): boolean
AdditionalInventoryWeight(): number
FollowByPath(path: string, start_index: number, magic_force: vector): void
SwitchVisibility(visible: boolean): void
GetAfRank(): number
}
declare class CWeaponAmmo extends CGameObject {
constructor()
m_boxSize: number
m_boxCurr: number
m_tracer: boolean
m_4to1_tracer: boolean
Weight(): number
Cost(): number
}
declare class CWeapon extends CGameObject {
constructor()
// EWeaponStates
readonly eFire: 5
readonly eFire2: 6
readonly eReload: 7
readonly eMisfire: 8
readonly eSwitch: 9
readonly eSwitchMode: 10
// EWeaponSubStates
readonly eSubstateReloadBegin: 0
readonly eSubstateReloadInProcess: 1
readonly eSubstateReloadEnd: 2
can_kill(): boolean
IsGrenadeLauncherAttached(): boolean
GrenadeLauncherAttachable(): boolean
GetGrenadeLauncherName(): string
IsScopeAttached(): boolean
ScopeAttachable(): boolean
GetScopeName(): string
IsSilencerAttached(): boolean
SilencerAttachable(): boolean
GetSilencerName(): string
IsZoomEnabled(): boolean
IsZoomed(): boolean
GetZoomFactor(): number
SetZoomFactor(factor: number): void
IsSingleHanded(): boolean
GetBaseDispersion(cartridge_k: number): number
GetFireDispersion(): number
GetMisfireStartCondition(): number
GetMisfireEndCondition(): number
GetAmmoElapsed(): number
GetAmmoMagSize(): number
GetSuitableAmmoTotal(use_item_to_spawn?: boolean): number
SetAmmoElapsed(count: number): void
SwitchAmmoType(flags: number): boolean
GetMagazineWeight(): number
GetAmmoCount_forType(type: string): number
set_ef_main_weapon_type(type: number): void
set_ef_weapon_type(type: number): void
SetAmmoType(type: number): void
GetAmmoType(): number
AmmoTypeForEach(functor: () => void): void
RPM(): number
ModeRPM(): number
GetZoomType(): number
Get_PDM_Base(): number
Get_Silencer_PDM_Base(): number
Get_Scope_PDM_Base(): number
Get_Launcher_PDM_Base(): number
Get_PDM_BuckShot(): number
Get_PDM_Vel_F(): number
Get_Silencer_PDM_Vel(): number
Get_Scope_PDM_Vel(): number
Get_Launcher_PDM_Vel(): number
Get_PDM_Accel_F(): number
Get_Silencer_PDM_Accel(): number
Get_Scope_PDM_Accel(): number
Get_Launcher_PDM_Accel(): number
Get_PDM_Crouch(): number
Get_PDM_Crouch_NA(): number
GetCrosshairInertion(): number
Get_Silencer_CrosshairInertion(): number
Get_Scope_CrosshairInertion(): number
Get_Launcher_CrosshairInertion(): number
GetFirstBulletDisp(): number
GetHitPower(): number
GetHitPowerCritical(): number
GetHitImpulse(): number
GetFireDistance(): number
GetFireMode(): number
GetInertionAimFactor(): number
Cost(): number
Weight(): number
IsMisfire(): boolean
SetMisfire(value: boolean): void
IsPending(): boolean
SetPending(): boolean
}
declare class CWeaponMagazined extends CWeapon {
constructor()
SetFireMode(mode: number): void
}
declare class CWeaponMagazinedWGrenade extends CWeaponMagazined {
constructor()
GetGrenadeLauncherMode(): boolean
SetGrenadeLauncherMode(mode: boolean): void
SetAmmoElapsed2(count: number): void
GetAmmoElapsed2(): number
GetAmmoMagSize2(): number
SetAmmoType2(type: number): void
GetAmmoType2(): number
AmmoTypeForEach2(functor: () => void): void
}
declare class CEatableItem extends CGameObject {
constructor()
Empty(): boolean
CanDelete(): boolean
GetMaxUses(): number
GetRemainingUses(): number
SetRemainingUses(uses: number): void
m_bRemoveAfterUse: boolean
m_fWeightFull: number
m_fWeightEmpty: number
Weight(): number
Cost(): number
}
declare class CBottleItem extends CGameObject {
constructor()
BreakToPieces(): void
}