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.
69 lines (64 loc) • 3.3 kB
TypeScript
/** @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
}
}