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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 ph_car { export function add_to_binder(npc: CGameObject, ini: system_ini, scheme: string, section: Section.Item, storage: AnyTable): void export function angle_xz(npc: CGameObject, target_pos: vector): number export function get_katet(npc: CGameObject, target_pos: vector): number export function printf(): void export function set_scheme(npc: CGameObject, ini: system_ini, scheme: string, section: Section.Item, gulag_name: string): void } /** @customConstructor action_car */ class action_car { arrival_signalled: boolean // @generated field — refine type car: TODO // @generated field — refine type def_health: TODO // @generated field — refine type delay_time_start: TODO // @generated field — refine type destroyed: boolean // @generated field — refine type fc_last_upd_tm: TODO // @generated field — refine type fc_upd_avg: TODO // @generated field — refine type fc_upd_num: TODO // @generated field — refine type fire_backward: TODO // @generated field — refine type fire_forward: TODO // @generated field — refine type fire_pt_arr: TODO // @generated field — refine type fire_pt_count: TODO // @generated field — refine type fire_rep: TODO // @generated field — refine type fire_rot_dir: TODO // @generated field — refine type fire_start_time: TODO // @generated field — refine type fire_time: TODO // @generated field — refine type hasWeapon: boolean // @generated field — refine type headlights: TODO // @generated field — refine type last_pos: TODO // @generated field — refine type last_pos_time: TODO // @generated field — refine type loop: TODO // @generated field — refine type min_car_explode_time: TODO // @generated field — refine type min_delta_per_sec: TODO // @generated field — refine type object: TODO // @generated field — refine type on_target_nvis: TODO // @generated field — refine type on_target_vis: TODO // @generated field — refine type path_walk: TODO // @generated field — refine type path_walk_count: TODO // @generated field — refine type show_tips: TODO // @generated field — refine type speed: TODO // @generated field — refine type st: TODO // @generated field — refine type state_cannon: TODO // @generated field — refine type state_delaying: boolean // @generated field — refine type state_firetarget: TODO // @generated field — refine type state_moving: TODO // @generated field — refine type state_shooting: TODO // @generated field — refine type target_dist: TODO // @generated field — refine type target_fire_pt: TODO // @generated field — refine type target_fire_pt_idx: number // @generated field — refine type target_obj: TODO // @generated field — refine type target_walk_pt: TODO // @generated field — refine type tip_locked: TODO // @generated field — refine type tip_use: TODO // @generated field — refine type usable: TODO // @generated field — refine type constructor(obj: CGameObject, storage: AnyTable) reset_scheme(loading: boolean): void save(): void get_nearest_walkpoint(): number get_next_walkpoint(): number at_target_walkpoint(): boolean go_to_walkpoint(pt: number): void start_car(): void stop_car(): void walk_arrival_callback(index: number): void change_fire_pts(): void get_next_firepoint(): LuaMultiReturn<[number, vector]> rot_to_firepoint(pt: vector): void set_shooting(shooting: boolean): void fire_arrival_callback(cur_index: number): void set_signal(sig: string): void fastcall(): boolean update(delta: number): void destroy_car(): void fast_update(): boolean car_explode(): void net_destroy(): void } /** @customConstructor static_pp */ class static_pp { x: TODO // @generated field — refine type y: TODO // @generated field — refine type z: TODO // @generated field — refine type constructor(x: number, y: number, z: number) count(): number point(): vector } namespace ph_car { /** Anomaly `class "action_car"` is also reachable on the `ph_car` script namespace; typed as * the instance so its methods can be captured/overridden (`ph_car.action_car.Method = ...`). */ export const action_car: action_car /** Anomaly `class "static_pp"` is also reachable on the `ph_car` script namespace; typed as * the instance so its methods can be captured/overridden (`ph_car.static_pp.Method = ...`). */ export const static_pp: static_pp } }