anomaly-packer
Version:
Anomaly Packer is a tool that helps in making of an addon for STALKER Anomaly with type-safe code using TypeScript
98 lines (96 loc) • 5.85 kB
TypeScript
/** @noSelfInFile */
declare namespace level {
export function send(net_packet: TODO, reliable?: boolean, sequential?: boolean, high_priority?: boolean, send_immediately?: boolean): void
/** Target object at the crosshair */
export function get_target_obj(): CGameObject | null
/** Distance to an object at the crosshair */
export function get_target_dist(): number
export function get_target_element(): number
export function spawn_item(section: string, pos: vector, level_vertex_id: number, parent_id: number, return_item?: boolean): void
export function get_active_cam(): 0 | 1 | 2 | 3 | 4
export function set_active_cam(mode: 0 | 1 | 2 | 3 | 4): void
export function get_start_time(): Time
export function get_view_entity(): CGameObject
export function set_view_entity(obj: CGameObject): void
export function object_by_id(id: number): CGameObject | null
export function debug_object(object_name: string): CGameObject | null
export function debug_actor(): CGameObject | null
export function check_object(obj: CGameObject): void
export function get_weather(): Weather
export function set_weather(weather: Weather, force: boolean): void
export function set_weather_fx(weather: string): boolean
export function start_weather_fx_from_time(weather: string, time: number): boolean
export function is_wfx_playing(): boolean
export function get_wfx_time(): number
export function stop_weather_fx(): void
export function environment(): TODO
export function set_time_factor(factor: number): void
export function get_time_factor(): number
export function set_game_difficulty(diff: 0 | 1 | 2 | 3): void
export function get_game_difficulty(): number
export function get_time_days(): number
export function get_time_hours(): number
export function get_time_minutes(): number
export function change_game_time(d: number, h: number, m: number): void
export function high_cover_in_direction(level_vertex_id: number, dir: vector): number
export function low_cover_in_direction(level_vertex_id: number, dir: vector): number
export function vertex_in_direction(level_vertex_id: number, dir: vector, distance: number): number
export function rain_factor(): number
export function patrol_path_exists(path: string): boolean
export function vertex_position(level_vertex_id: number): vector
export function name(): LevelName
export function prefetch_sound(name: string): void
export function client_spawn_manager(): TODO
type MapSpot = Suggest<'red_location' | 'blue_location' | 'green_location'>
export function map_add_object_spot_ser(id: number, spot_type: MapSpot, text: string): void
export function map_add_object_spot(id: number, spot_type: MapSpot, text: string): void
export function map_remove_object_spot(id: number, spot_type: MapSpot): void
/** @returns 0 - not found */
export function map_has_object_spot(id: number, spot_type: MapSpot): number
export function map_change_spot_hint(id: number, spot_type: MapSpot, text: string): void
export function add_dialog_to_render(dialog_window: TODO /** CUIDialogWnd */): void
export function remove_dialog_to_render(dialog_window: TODO /** CUIDialogWnd */): void
export function hide_indicators(): void
export function hide_indicators_safe(): void
export function show_indicators(): void
export function show_weapon(show: boolean): void
export function add_call(lua_obj: TODO, condition: TODO, action: TODO): void
// add_call(): TODO
// add_call(): TODO
export function remove_call(lua_obj: TODO, condition: TODO, action: TODO): void
// remove_call(): TODO
// remove_call(): TODO
export function remove_calls_for_object(lua_obj: TODO): void
export function present(): boolean
export function disable_input(): void
export function enable_input(): void
export function spawn_phantom(pos: vector): void
export function get_bounding_volume(): TODO // Fbox
export function iterate_sounds(prefix: string, max_count: number, functor: () => void): void
// iterate_sounds(): TODO
export function physics_world(): TODO //cphysics_world_scripted
export function get_snd_volume(): number
export function get_rain_volume(): number
export function set_snd_volume(volume: number): void
export function add_cam_effector(path: string, id: number, cyclic: boolean, callback: string, fov?: number, hud?: boolean, power?: number): void
export function remove_cam_effector(id: number): void
export function set_cam_effector_factor(id: number, factor: number): void
export function get_cam_effector_factor(id: number): number
export function get_cam_effector_length(id: number): number
export function check_cam_effector(id: number): boolean
export function add_pp_effector(path: string, id: number, cyclic: boolean): void
export function set_pp_effector_factor(id: number, factor: number, factor_sp?: number): void
export function remove_pp_effector(id: number): void
export function add_complex_effector(section: string, id: number): void
export function remove_complex_effector(id: number): void
export function vertex_id(pos: vector): number
export function game_id(): number
export function ray_pick(start: vector, dir: vector, range: number, target: rq_target, result: rq_result, ignore_obj: CGameObject): boolean
export function press_action(cmd: number): void
export function release_action(cmd: number): void
export function hold_action(cmd: number): void
export function actor_moving_state(): number
export function get_env_rads(): number
export function iterate_nearest(pos: vector, radius: number, functor: () => void): void
export function pick_material(start_pos: vector, dir: vector, distance: number, ignore_obj: CGameObject): string
}