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.
63 lines (58 loc) • 2.97 kB
TypeScript
/** @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
}
}