UNPKG

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.

89 lines (83 loc) 4.68 kB
/** @noSelfInFile */ import type { Section } from 'anomaly-packer' declare global { namespace itms_manager { export const ini_manager: system_ini export const ini_container: system_ini export const ini_parts: system_ini export const ini_craft: system_ini export const ini_death: system_ini export const ini_reward: system_ini /** Artefact-container definitions collected from `ini_container`. */ export const itms_arty_container: AnyTable export const n: number export const item_rewards: AnyTable export const item_combine: AnyTable export function relocate_item_to_actor(actor: CGameObject, npc: CGameObject, section: Section.Item, count: number): void export function relocate_item_from_actor(actor: CGameObject, npc: CGameObject, section: Section.Item, amount: number): void export function on_game_start(): void export function actor_on_item_before_use(obj: CGameObject, flags: AnyTable): void export function actor_on_first_update(): void export function actor_on_item_drop(obj: CGameObject): void export function actor_on_item_use(obj: CGameObject): void export function actor_on_item_take(obj: CGameObject): void export function dropdrop_ArtyContainer(obj_1: CGameObject, obj_2: CGameObject, sec_1: string, sec_2: string): void export function dropdrop_Basic_Combination(obj_1: CGameObject, obj_2: CGameObject, sec_1: string, sec_2: string): void export function ActorMenu_on_item_drag_drop(obj_1: CGameObject, obj_2: CGameObject, slot_from: number, slot_to: number): void export function ActorMenu_on_item_focus_receive(obj: CGameObject): void export function save_state(m_data: AnyTable): boolean /** Inventory context-menu label (translated string). */ export function menu_open(itm: CGameObject): string export function menu_unpack(itm: CGameObject): string export function menu_play(itm: CGameObject): string export function menu_place(obj: CGameObject): string export function use_package(obj: CGameObject): void export function use_package_random(obj: CGameObject): void export function use_deployable_mgun(obj: CGameObject): void export function use_guitar(obj: CGameObject): void export function use_harmonica(obj: CGameObject): void export function use_arty_container(obj: CGameObject): void export function use_watch(obj: CGameObject): void export function use_place(obj: CGameObject): void export function actor_on_trade(obj: CGameObject, sell_bye: boolean, money: number): void export function actor_item_take(obj: CGameObject): void export function npc_on_item_take_from_box(npc: CGameObject, box: CGameObject, item: CGameObject): void export function new_game_equippment(): boolean export function bolt_manager(): boolean export function give_item_reward(num_of_items: number): boolean export function send_itm_msg(sec: Section.Item): void export function extract_upgr_tools(t1: AnyTable, current_grp: string): void export function play_item_sound(item: CGameObject, vol: number): void export function get_item_processor(): ItemProcessor export function process_item(...args: any[]): void /** Spawns an item; returns the created server object(s), or `nil`. */ export function create_item(...args: any[]): CseAbstract | AnyTable | undefined export function generate_boosters_list(): void } /** * Deferred item spawner/processor (`itms_manager.get_item_processor()`). * @customConstructor ItemProcessor */ class ItemProcessor { Ammo: TODO // @generated field — refine type Cond: TODO // @generated field — refine type Cycles: number // @generated field — refine type Debug: boolean // @generated field — refine type Remove: TODO // @generated field — refine type Uses: TODO // @generated field — refine type constructor() update(): void /** @returns the created server object(s), or `nil` */ Create_Item(section: Section.Item, owner?: CGameObject, t?: AnyTable): CseAbstract | AnyTable | undefined Process_Item(section: Section.Item, id: number, t?: AnyTable): void Remove_Process(id: number, mark?: any, str?: string): void Random_Choice(arg: any[]): any Random_Condition(arg: number[]): number Extract_Uses(sec_d: string): LuaMultiReturn<[string, number]> } namespace itms_manager { /** Anomaly `class "ItemProcessor"` is also reachable on the `itms_manager` script namespace; typed as * the instance so its methods can be captured/overridden (`itms_manager.ItemProcessor.Method = ...`). */ export const ItemProcessor: ItemProcessor } }