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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 */ 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 }