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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 */ import type { Section } from 'anomaly-packer' declare global { namespace heli_combat { export function cross_ray_circle(p: vector, v: vector, o: vector, r: number): vector } /** @customConstructor heli_combat */ class heli_combat { __eindex: TODO // @generated field — refine type __keep_state_until: TODO // @generated field — refine type __keep_target_until: TODO // @generated field — refine type actor_always_enemy: TODO // @generated field — refine type attack_before_retreat: boolean // @generated field — refine type center_pos: TODO // @generated field — refine type change_combat_type_allowed: TODO // @generated field — refine type change_pos_time: TODO // @generated field — refine type change_speed_time: TODO // @generated field — refine type combat_ignore: TODO // @generated field — refine type combat_type: TODO // @generated field — refine type combat_use_mgun: TODO // @generated field — refine type combat_use_rocket: TODO // @generated field — refine type default_safe_altitude: TODO // @generated field — refine type default_velocity: TODO // @generated field — refine type enemy: TODO // @generated field — refine type enemy_from_custom_data: boolean // @generated field — refine type enemy_last_seen_pos: TODO // @generated field — refine type enemy_last_seen_time: TODO // @generated field — refine type flame_start_health: TODO // @generated field — refine type flight_direction: TODO // @generated field — refine type fly_target_pos: TODO // @generated field — refine type flyby_attack_dist: TODO // @generated field — refine type flyby_initialized: boolean // @generated field — refine type flyby_states_for_one_pass: TODO // @generated field — refine type forget_timeout: TODO // @generated field — refine type heliObject: TODO // @generated field — refine type initialized: TODO // @generated field — refine type level_max_y: TODO // @generated field — refine type m_max_mgun_dist: TODO // @generated field — refine type max_velocity: TODO // @generated field — refine type object: TODO // @generated field — refine type retreat_initialized: boolean // @generated field — refine type round_begin_shoot_time: TODO // @generated field — refine type round_initialized: boolean // @generated field — refine type round_velocity: TODO // @generated field — refine type safe_altitude: TODO // @generated field — refine type search_attack_dist: TODO // @generated field — refine type search_initialized: boolean // @generated field — refine type search_velocity: TODO // @generated field — refine type section_changed: boolean // @generated field — refine type st: TODO // @generated field — refine type state: TODO // @generated field — refine type vis: TODO // @generated field — refine type vis_dec: TODO // @generated field — refine type vis_inc: TODO // @generated field — refine type vis_next_time: TODO // @generated field — refine type vis_threshold: TODO // @generated field — refine type vis_time_quant: TODO // @generated field — refine type was_callback: boolean // @generated field — refine type constructor(object: CGameObject, heliObject: CHelicopter) is_enemy(obj: CGameObject): boolean set_enemy(target: CGameObject): void find_valid_target(): boolean read_custom_data(ini: system_ini, section: Section.Item): void set_enemy_from_custom_data(combat_enemy: string): void set_combat_type(new_combat_type: number): void initialize(): void fastcall(): boolean SeeEnemy(): boolean save(packet: net_packet): void load(packet: net_packet): void waypoint_callback(): boolean update_custom_data_settings(): void forget_enemy(): void update_combat_type(see_enemy: boolean): void combat_ignore_check(): boolean update(): boolean calc_position_in_radius(r: number): vector round_update(see_enemy: boolean): void search_update(see_enemy: boolean): void flyby_update(see_enemy: boolean): void retreat_initialize(): void retreat_update(): void } namespace heli_combat { /** Anomaly `class "heli_combat"` is also reachable on the `heli_combat` script namespace; typed as * the instance so its methods can be captured/overridden (`heli_combat.heli_combat.Method = ...`). */ export const heli_combat: heli_combat } }