anomaly-packer
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Anomaly Packer is a utility package for STALKER Anomaly creators to help them develop addons at speed with TypeScript's type-safety and game-oriented build tools.
147 lines (142 loc) • 9 kB
TypeScript
/** @noSelfInFile */
declare namespace axr_companions {
export const GUI: AnyTable
export const HUD: AnyTable
export const allow_only_friends_as_companions: boolean
export const allow_simulation_squads_as_companions: boolean
export const companion_squads: AnyTable
export const max_actor_squad_size: number
export const non_task_companions: AnyTable
export function activate_hud(): void
export function actor_on_net_destroy(): void
export function add_special_squad(squad: sim_squad_scripted, special?: AnyTable, cannot_teleport?: boolean): void
export function add_special_task_npc_to_actor_squad(npc: CGameObject): void
export function add_to_actor_squad(npc: CGameObject): void
export function can_handle_all_items(a: CGameObject, b: CGameObject): boolean
export function can_join_actor(npc: CGameObject): boolean
export function can_not_handle_all_items(a: CGameObject, b: CGameObject): boolean
export function companion_add_waypoints(npc: CGameObject, pos: vector): void
export function companion_inventory_mode(npc: CGameObject): number
export function companion_remove_waypoints(npc: CGameObject): void
export function companion_squad_can_teleport(squad: sim_squad_scripted): boolean
export function compare_smaller(a: AnyTable, b: AnyTable): boolean
export function cw_prepare(): void
export function cycle_companions_combat_mode(force_mode?: number, no_msg?: boolean): void
export function cycle_companions_distance_mode(force_mode?: number, no_msg?: boolean): void
export function cycle_companions_loot_mode(force_mode?: number, no_msg?: boolean): void
export function cycle_companions_move_mode(force_mode?: number, no_msg?: boolean): void
export function cycle_companions_stealth_mode(force_mode?: number, no_msg?: boolean): void
export function cycle_state(states: AnyTable, key: string, include_hostages?: boolean, force_mode?: number, no_msg?: boolean): void
export function deactivate_hud(): void
export function dismiss_special_squad(squad: sim_squad_scripted): void
export function epic_hack(): void
export function get_companion_combat_mode(npc: CGameObject): number
export function get_companion_count(): number
export function get_companion_distance_mode(npc: CGameObject): number
export function get_companion_loot_mode(npc: CGameObject): number
export function get_companion_move_mode(npc: CGameObject): number
export function get_companion_stealth_mode(npc: CGameObject): number
export function get_inventory_table(npc: CGameObject, npc_id: number, mode: number): AnyTable
export function get_inventory_weight(tbl_inv: AnyTable): number
export function get_nearby_companion(): CGameObject | boolean
export function give_all_to_companion(a: CGameObject, b: CGameObject): void
export function is_assigned_companion(a: CGameObject, b: CGameObject): boolean
export function is_assigned_item(npc_id: number, item_id: number): boolean
export function is_overweight(npc: CGameObject, npc_id?: number, comp_weight?: number): LuaMultiReturn<[boolean, number, number]>
export function list_actor_squad_by_id(): AnyTable
export function move_to_point(p: AnyTable): void
export function on_console_execute(name: string): void
export function on_game_start(): void
export function on_key_release(key: number): void
export function OnItemAfterMove(npc_id: number, obj: CGameObject, mode: number, bag_from: number): void
export function OnItemBeforeMove(flags: number, npc_id: number, obj: CGameObject, mode: number, bag_from: number): void
export function release_all_squads(): void
export function release_special_squad(squad: sim_squad_scripted): void
export function remove_all_from_actor_squad(): sim_squad_scripted[]
export function remove_from_actor_squad(npc: CGameObject): void
export function set_companion_allow_teleport(npc: CGameObject): void
export function set_companion_combat_type_camper(npc: CGameObject): void
export function set_companion_combat_type_default(npc: CGameObject): void
export function set_companion_combat_type_monolith(npc: CGameObject): void
export function set_companion_disable_teleport(npc: CGameObject): void
export function set_companion_hide_in_cover(npc: CGameObject): void
export function set_companion_squad_combat_mode(mode: number, npc: CGameObject, squad: sim_squad_scripted): void
export function set_companion_squad_distance_mode(mode: number, npc: CGameObject, squad: sim_squad_scripted): void
export function set_companion_squad_loot_mode(mode: number, npc: CGameObject, squad: sim_squad_scripted): void
export function set_companion_squad_move_mode(mode: number, npc: CGameObject, squad: sim_squad_scripted): void
export function set_companion_squad_stealth_mode(mode: number, npc: CGameObject, squad: sim_squad_scripted): void
export function set_companion_to_attack_only_actor_combat_enemy_state(npc: CGameObject): void
export function set_companion_to_attack_state(npc: CGameObject): void
export function set_companion_to_default_substate(npc: CGameObject): void
export function set_companion_to_follow_state(npc: CGameObject): void
export function set_companion_to_ignore_combat_state(npc: CGameObject): void
export function set_companion_to_loot_corpses_only(npc: CGameObject): void
export function set_companion_to_loot_items_and_corpses(npc: CGameObject): void
export function set_companion_to_loot_items_only(npc: CGameObject): void
export function set_companion_to_loot_nothing(npc: CGameObject): void
export function set_companion_to_patrol_state(npc: CGameObject): void
export function set_companion_to_relax_substate(npc: CGameObject): void
export function set_companion_to_stay_close(npc: CGameObject): void
export function set_companion_to_stay_far(npc: CGameObject): void
export function set_companion_to_stealth_substate(npc: CGameObject): void
export function set_companion_to_wait_state(npc: CGameObject): void
export function setup_companion_logic(npc: CGameObject, st?: AnyTable, loaded?: boolean, cannot_dismiss?: boolean): void
export function start_CW(): void
export function start_trade(a: CGameObject, b: CGameObject): void
export function switch_companion_distance(npc: CGameObject): void
export function switch_companion_gather_items(npc: CGameObject): void
export function switch_companion_loot_corpses(npc: CGameObject): void
export function switch_companion_patrol_mode(npc: CGameObject): void
export function take_all_from_companion(a: CGameObject, b: CGameObject): void
export function transfer_all_item(npc_from: CGameObject, npc_to: CGameObject): void
export function transfer_item(item_id: number, npc_from: CGameObject, npc_to: CGameObject, no_snd?: boolean): void
export function update_hud(): void
}
/** @customConstructor UICompanionList */
declare class UICompanionList extends CUIScriptWnd {
_tmr: TODO // @generated field — refine type
clr_list: TODO // @generated field — refine type
companion_info: TODO // @generated field — refine type
dialog: TODO // @generated field — refine type
update_rate: number // @generated field — refine type
constructor()
__finalize(): void
InitControls(): void
Update(force?: boolean): void
}
/** @customConstructor UIWheelCompanion */
declare class UIWheelCompanion extends CUIScriptWnd {
clr_off: TODO // @generated field — refine type
clr_on: TODO // @generated field — refine type
cmd_btn: TODO // @generated field — refine type
cmd_pic: TODO // @generated field — refine type
dialog: TODO // @generated field — refine type
dialog_health: TODO // @generated field — refine type
dialog_info: TODO // @generated field — refine type
dialog_weight: TODO // @generated field — refine type
hint: TODO // @generated field — refine type
icon: TODO // @generated field — refine type
id: TODO // @generated field — refine type
name: TODO // @generated field — refine type
prog_health: TODO // @generated field — refine type
prog_weight: TODO // @generated field — refine type
states: TODO // @generated field — refine type
xml: TODO // @generated field — refine type
constructor()
__finalize(): void
InitControls(): void
InitCallBacks(): void
Reset(npc: CGameObject): void
Update(): void
Order(cmd: AnyTable): void
OnKeyboard(dik: number, keyboard_action: number): boolean
Close(): void
}
declare namespace axr_companions {
/** Anomaly `class "UICompanionList"` is also reachable on the `axr_companions` script namespace; typed as
* the instance so its methods can be captured/overridden (`axr_companions.UICompanionList.Method = ...`). */
export const UICompanionList: UICompanionList
/** Anomaly `class "UIWheelCompanion"` is also reachable on the `axr_companions` script namespace; typed as
* the instance so its methods can be captured/overridden (`axr_companions.UIWheelCompanion.Method = ...`). */
export const UIWheelCompanion: UIWheelCompanion
}