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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.

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/** @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 }