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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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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 }