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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 db { const actor: CGameObject | null const actor_binder: object_binder const offline_objects: Record< number, { level_vertex_id: number | null active_section?: any [key: string]: any } > /** * Per-object runtime state table, keyed by object id (`db.storage[obj:id()]`). * Holds the object binder state (`self.st`): the bound object, persistent * storage and the active scheme tables. Loosely modelled because schemes add * their own fields dynamically. */ const storage: Record<number, ObjectState> const spawned_vertex_by_id: Record<number, number | null> const cc_icc: boolean const cc_npc: boolean const cc_vrb: boolean const gameover_credits_started: boolean const trader: CGameObject | null const zone_by_name: Record<string, CGameObject> /** Heli/enemy relation tables (`goodwill = {sympathy = {}, relations = {}}`). */ const goodwill: { sympathy: Record<number, number> relations: Record<number, number> } function add_obj(obj: CGameObject): void function del_obj(obj: CGameObject): void function add_enemy(obj: CGameObject): void function delete_enemy(obj: CGameObject): void function add_zone(zone: CGameObject): void function del_zone(zone: CGameObject): void const used_level_vertex_ids: Record<number, boolean> /** Ids of online stalkers (array). */ const OnlineStalkers: number[] const campfire_by_name: Record<string, any> const campfire_table_by_smart_names: Record<string, any> /** Bridge binders, keyed by object name. */ const bridge_by_name: Record<string, object_binder> const script_ids: Record<number, any> /** The actor proxy instance. */ const actor_proxy: any const heli: Record<number, any> const camp_storage: Record<number, any> const story_by_id: Record<number, any> /** Server smart terrains, keyed by object id. */ const smart_terrain_by_id: Record<number, se_smart_terrain> const info_restr: Record<string, any> /** Ids of NPCs treated as helicopter enemies (array). */ const heli_enemies: number[] /** Animated-object binders, keyed by object name. */ const anim_obj_by_name: Record<string, object_binder> const story_object: Record<number, any> const signal_light: Record<string, any> /** Anomaly binders, keyed by object name. */ const anomaly_by_name: Record<string, any> const level_doors: Record<string, any> const no_weap_zones: Record<string, any> const dynamic_ltx: Record<string, any> const vehicle: CGameObject | null const actor_inside_zones: Record<string, any> function add_bridge(bridge: CGameObject, binder: object_binder): void function del_bridge(bridge: CGameObject): void function add_anomaly(anomaly: object_binder): void function del_anomaly(anomaly: object_binder): void function add_actor(obj: CGameObject): void function del_actor(): void function add_heli(obj: CGameObject): void function del_heli(obj: CGameObject): void function add_smart_terrain(obj: se_smart_terrain): void function del_smart_terrain(obj: se_smart_terrain): void function add_anim_obj(anim_obj: CGameObject, binder: object_binder): void function del_anim_obj(anim_obj: CGameObject): void function add_stalker(npc: CGameObject): void function del_stalker(npc: CGameObject): void } /** Runtime object-state table stored in {@link db.storage}. */ interface ObjectState { object?: CGameObject pstor?: Record<string, any> active_section?: string active_scheme?: string [key: string]: any }