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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_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 } }