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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 item_device { /** [section] = per-stage power consumption values. */ export const dev_consumption: Record<string, number[]> /** [section] = per-action power consumption values (stage 2). */ export const dev_consumption_act: Record<string, number[]> /** [section] = total power consumption of a device. */ export const dev_consumption_tot: Record<string, number> /** [section] = power limit below which the device turns off. */ export const dev_critical: Record<string, number> export const device_battery: any export const device_geiger: any export const device_npc_pda: Record<number, any> export const devices: AnyTable export const dosimeter_env_rads_mode: boolean export function bind(obj: CGameObject): void export function can_toggle_torch(): boolean export function drain_device(obj: CGameObject, sec: Section.Item, loss: number, loss_add?: number): boolean export function drain_device_on_event(obj: CGameObject, sec: Section.Item, idx: number, custom_loss?: number): boolean export function func_battery(obj: CGameObject): void export function get_power_consumption(sec: Section.Item): number export function get_power_critical(sec: Section.Item): number export function initialize(): void export function is_device_charged(obj: CGameObject, sec: Section.Item, cond: number): boolean export function is_nv_active(): boolean export function is_pda_active(): boolean export function is_pda_charged(actor_only?: boolean): boolean export function is_torch_active(): boolean export function menu_battery(obj: CGameObject): string export function on_game_start(): void export function pda_warning(): boolean export function print_dbg(txt: string, ...args: any[]): void export function set_nightvision(section: Section.Item, state: boolean): void export function set_nightvision_HUD(bShow: boolean): void export function set_pda_glitch(obj: CGameObject, val: number): void export function toggle_torch(): void } /** @customConstructor device_binder */ class device_binder extends object_binder { N_V: TODO // @generated field — refine type first_update: TODO // @generated field — refine type flicker: TODO // @generated field — refine type type: TODO // @generated field — refine type constructor(obj: CGameObject) update(delta: number): void process_power(id: number, section: Section.Item, condition: number): void process_torch(id: number, section: Section.Item, condition: number): void process_glitch(id: number, section: Section.Item, condition: number): void process_flicker(force?: boolean): void reload(section: Section.Item): void reinit(): void net_spawn(se_abstract: CseAbstract): boolean net_destroy(): void save(stpk: net_packet): void load(stpk: net_packet): void } namespace item_device { /** Anomaly `class "device_binder"` is also reachable on the `item_device` script namespace; typed as * the instance so its methods can be captured/overridden (`item_device.device_binder.Method = ...`). */ export const device_binder: device_binder } }