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.
103 lines (97 loc) • 4.75 kB
TypeScript
/** @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
}
}