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 (66 loc) • 3.49 kB
TypeScript
/** @noSelfInFile */
declare namespace move_mgr {
export const arrival_after_rotation: number
export const arrival_before_rotation: number
export function choose_look_point(patrol_look: number, path_look_info: AnyTable, search_for: number): AnyTable | undefined
/** The `move_mgr` class table, called as a constructor: `move_mgr.move_mgr(npc)`. */
export const move_mgr: (this: void, npc: CGameObject) => move_mgr
}
/** @customConstructor move_mgr */
declare class move_mgr {
__disable: TODO // @generated field — refine type
at_terminal_waypoint_flag: boolean // @generated field — refine type
can_use_get_current_point_index: boolean // @generated field — refine type
cur_state_moving: TODO // @generated field — refine type
cur_state_standing: TODO // @generated field — refine type
current_point_index: TODO // @generated field — refine type
current_point_init_time: TODO // @generated field — refine type
default_state_moving1: TODO // @generated field — refine type
default_state_moving2: TODO // @generated field — refine type
default_state_moving3: TODO // @generated field — refine type
default_state_standing: TODO // @generated field — refine type
keep_state_until: TODO // @generated field — refine type
last_index: TODO // @generated field — refine type
last_look_index: TODO // @generated field — refine type
move_cb_info: TODO // @generated field — refine type
no_validation: TODO // @generated field — refine type
object: TODO // @generated field — refine type
path_look: TODO // @generated field — refine type
path_look_info: TODO // @generated field — refine type
path_walk: TODO // @generated field — refine type
path_walk_info: TODO // @generated field — refine type
patrol_look: TODO // @generated field — refine type
patrol_walk: TODO // @generated field — refine type
pt_wait_time: TODO // @generated field — refine type
retval_after_rotation: TODO // @generated field — refine type
run_until: TODO // @generated field — refine type
sound_after_anim_start: TODO // @generated field — refine type
state: TODO // @generated field — refine type
suggested_state: TODO // @generated field — refine type
syn_signal: TODO // @generated field — refine type
syn_signal_set_tm: TODO // @generated field — refine type
team: TODO // @generated field — refine type
use_default_sound: TODO // @generated field — refine type
walk_until: TODO // @generated field — refine type
constructor(npc: CGameObject)
initialize(npc: CGameObject): void
disable(): void
validate_paths(): void
extrapolate_callback(npc: CGameObject): void
standing_on_terminal_waypoint(): boolean
at_terminal_waypoint(): boolean
reset(path_walk: string, path_walk_info: AnyTable, path_look: string, path_look_info: AnyTable, team: number, suggested_state: string, move_cb_info: AnyTable, no_validation: boolean, continue_: boolean, use_default_sound: boolean): void
continue(): void
setup_movement_by_patrol_path(): void
arrived_to_first_waypoint(): boolean
sync_ok(): boolean
update(): void
set_current_state_moving(state: string): void
finalize(npc: CGameObject): void
update_movement_state(): void
update_standing_state(look_pos: vector, snd: string): void
time_callback(): void
scheme_set_signal(sig: string): void
turn_end_callback(): void
waypoint_callback(obj: CGameObject, action_type: number, index: number): void
}