anomaly-packer
Version:
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.
94 lines (89 loc) • 4.59 kB
TypeScript
/** @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
}
}