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.
79 lines (74 loc) • 3.7 kB
TypeScript
/** @noSelfInFile */
import type { Section } from 'anomaly-packer'
declare global {
namespace item_weapon {
/** Ammo wheel UI instance, don't touch. */
export const GUI: UIWheelAmmo
export const can_overheat: boolean
export function ammo_aggregation(obj: CGameObject, npc: CGameObject): boolean
export function ammo_aggregation_full(npc_id: number): boolean
export function ammo_injection(obj_1: CGameObject, obj_2: CGameObject, sec_1: string, sec_2: string): void
export function attach_scope(item: CGameObject, weapon: CGameObject): void
export function clear_cache(obj: CGameObject): void
export function detach_scope(weapon: CGameObject): void
export function func_scope(weapon: CGameObject): void
export function get_grenades(section: Section.Item): AnyTable
export function get_weapon_slot(): CGameObject
export function menu_scope(weapon: CGameObject): string
export function menu_scope_inv(weapon: CGameObject): string
export function on_game_start(): void
export function relocate_ammo_from_actor(actor: CGameObject, npc: CGameObject, section: Section.Item, amount: number): void
export function relocate_ammo_to_actor(actor: CGameObject, npc: CGameObject, section: Section.Item, amount: number): void
export function remove_extra_ammo(npc_id: number): void
export function start_ammo_wheel(): void
export function test_silencer(): void
export function toggle_silencer(): void
export function unload_all_weapons(): void
export function update_overheat(): void
}
/** @customConstructor UIWheelAmmo */
class UIWheelAmmo extends CUIScriptWnd {
ammo_inv: TODO // @generated field — refine type
ammo_list: TODO // @generated field — refine type
ammo_max: number // @generated field — refine type
ammo_type: TODO // @generated field — refine type
avail: TODO // @generated field — refine type
background: TODO // @generated field — refine type
box: TODO // @generated field — refine type
box_btn: TODO // @generated field — refine type
box_hl_1: TODO // @generated field — refine type
box_hl_2: TODO // @generated field — refine type
box_icon: TODO // @generated field — refine type
box_icon_r: TODO // @generated field — refine type
box_icon_tmp: TODO // @generated field — refine type
box_icon_tmp_r: TODO // @generated field — refine type
box_num: TODO // @generated field — refine type
box_r: TODO // @generated field — refine type
box_txt: TODO // @generated field — refine type
box_txt_r: TODO // @generated field — refine type
dialog: TODO // @generated field — refine type
extended: TODO // @generated field — refine type
grenade_mode: TODO // @generated field — refine type
id: TODO // @generated field — refine type
key: TODO // @generated field — refine type
object: TODO // @generated field — refine type
section: TODO // @generated field — refine type
show_verybad: TODO // @generated field — refine type
xml: TODO // @generated field — refine type
constructor()
__finalize(): void
InitControls(): void
InitCallBacks(): void
Update(): void
Reset(obj: CGameObject): void
SwitchNextAmmo(): void
OnAmmo(n: number): void
OnKeyboard(dik: number, keyboard_action: number): boolean
Close(): void
}
namespace item_weapon {
/** Anomaly `class "UIWheelAmmo"` is also reachable on the `item_weapon` script namespace; typed as
* the instance so its methods can be captured/overridden (`item_weapon.UIWheelAmmo.Method = ...`). */
export const UIWheelAmmo: UIWheelAmmo
}
}