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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_minigun { 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, start_direction: vector): number export function set_scheme(npc: CGameObject, ini: system_ini, scheme: string, section: Section.Item, gulag_name: string): void } /** @customConstructor action_mgun */ class action_mgun { def_fire_rep: TODO // @generated field — refine type def_fire_time: 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_range_sqr: TODO // @generated field — refine type fire_rep: TODO // @generated field — refine type fire_track_target: TODO // @generated field — refine type hasWeapon: boolean // @generated field — refine type last_pos: TODO // @generated field — refine type last_pos_time: number // @generated field — refine type mgun: 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_fire: TODO // @generated field — refine type path_fire_point: TODO // @generated field — refine type st: TODO // @generated field — refine type start_delaying_time: TODO // @generated field — refine type start_direction: TODO // @generated field — refine type start_look_pos: TODO // @generated field — refine type start_shooting_time: 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_shooting: TODO // @generated field — refine type target_fire_pt: TODO // @generated field — refine type target_fire_pt_idx: number // @generated field — refine type constructor(obj: CGameObject, storage: AnyTable) reset_scheme(loading: boolean): void set_shooting(shooting: boolean): void check_fire_time(): boolean save(): void rot_to_firedir(direction: vector): void rot_to_firepoint(pt: vector): void set_signal(sig: string): void fastcall(): boolean update(delta: number): void fast_update(): boolean destroy_car(): void } namespace ph_minigun { /** Anomaly `class "action_mgun"` is also reachable on the `ph_minigun` script namespace; typed as * the instance so its methods can be captured/overridden (`ph_minigun.action_mgun.Method = ...`). */ export const action_mgun: action_mgun } }