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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 */ /** @customConstructor se_ammo */ import type { Section } from 'anomaly-packer' declare global { class se_ammo extends cse_alife_item_ammo { constructor(section: Section.Item) on_register(): void on_unregister(): void can_switch_online(): boolean STATE_Write(stpk: net_packet): void STATE_Read(stpk: net_packet, size: number): void } /** @customConstructor se_detector */ class se_detector extends cse_alife_item_detector { constructor(section: Section.Item) on_register(): void on_unregister(): void can_switch_online(): boolean STATE_Write(stpk: net_packet): void STATE_Read(stpk: net_packet, size: number): void } /** @customConstructor se_eatable */ class se_eatable extends cse_alife_item { constructor(section: Section.Item) on_register(): void on_unregister(): void can_switch_online(): boolean STATE_Read(stpk: net_packet, size: number): void STATE_Write(stpk: net_packet): void keep_saved_data_anyway(): boolean } /** @customConstructor se_explosive */ class se_explosive extends cse_alife_item_explosive { constructor(section: Section.Item) on_register(): void on_unregister(): void can_switch_online(): boolean STATE_Write(stpk: net_packet): void STATE_Read(stpk: net_packet, size: number): void } /** @customConstructor se_grenade */ class se_grenade extends cse_alife_item_grenade { constructor(section: Section.Item) on_register(): void on_unregister(): void can_switch_online(): boolean } /** @customConstructor se_helmet */ class se_helmet extends cse_alife_item_helmet { constructor(section: Section.Item) on_register(): void on_unregister(): void can_switch_online(): boolean STATE_Write(stpk: net_packet): void STATE_Read(stpk: net_packet, size: number): void } /** @customConstructor se_invbox */ class se_invbox extends cse_alife_inventory_box { constructor(section: Section.Item) on_register(): void on_unregister(): void can_switch_online(): boolean STATE_Write(stpk: net_packet): void STATE_Read(stpk: net_packet, size: number): void } /** @customConstructor se_item */ class se_item extends cse_alife_item { constructor(section: Section.Item) on_register(): void on_unregister(): void can_switch_online(): boolean STATE_Write(stpk: net_packet): void STATE_Read(stpk: net_packet, size: number): void switch_online(): void } /** @customConstructor se_item_torch */ class se_item_torch extends cse_alife_item_torch { constructor(section: Section.Item) on_register(): void on_unregister(): void can_switch_online(): boolean STATE_Write(stpk: net_packet): void STATE_Read(stpk: net_packet, size: number): void } /** @customConstructor se_lamp */ class se_lamp extends cse_alife_object_hanging_lamp { constructor(section: Section.Item) on_register(): void on_unregister(): void keep_saved_data_anyway(): boolean can_switch_online(): boolean STATE_Write(stpk: net_packet): void STATE_Read(stpk: net_packet, size: number): void } /** @customConstructor se_mgun */ class se_mgun extends cse_alife_mounted_weapon { constructor(section: Section.Item) on_register(): void on_unregister(): void can_switch_online(): boolean STATE_Write(stpk: net_packet): void STATE_Read(stpk: net_packet, size: number): void } /** @customConstructor se_outfit */ class se_outfit extends cse_alife_item_custom_outfit { constructor(section: Section.Item) on_register(): void on_unregister(): void can_switch_online(): boolean STATE_Write(stpk: net_packet): void STATE_Read(stpk: net_packet, size: number): void } /** @customConstructor se_pda */ class se_pda extends cse_alife_item_pda { constructor(section: Section.Item) on_register(): void on_unregister(): void can_switch_online(): boolean STATE_Write(stpk: net_packet): void STATE_Read(stpk: net_packet, size: number): void } /** @customConstructor se_physic */ class se_physic extends cse_alife_object_physic { repack: TODO // @generated field — refine type constructor(section: Section.Item) on_register(): void on_unregister(): void keep_saved_data_anyway(): boolean can_switch_online(): boolean STATE_Write(stpk: net_packet): void STATE_Read(stpk: net_packet, size: number): void } /** @customConstructor se_weapon */ class se_weapon extends cse_alife_item_weapon { constructor(section: Section.Item) on_register(): void on_unregister(): void can_switch_online(): boolean STATE_Read(packet: net_packet, size: number): void STATE_Write(stpk: net_packet): void } /** @customConstructor se_weapon_automatic_shotgun */ class se_weapon_automatic_shotgun extends cse_alife_item_weapon_auto_shotgun { constructor(section: Section.Item) on_register(): void on_unregister(): void can_switch_online(): boolean STATE_Write(stpk: net_packet): void STATE_Read(stpk: net_packet, size: number): void } /** @customConstructor se_weapon_magazined */ class se_weapon_magazined extends cse_alife_item_weapon_magazined { constructor(section: Section.Item) on_register(): void on_unregister(): void can_switch_online(): boolean STATE_Write(stpk: net_packet): void STATE_Read(stpk: net_packet, size: number): void } /** @customConstructor se_weapon_magazined_w_gl */ class se_weapon_magazined_w_gl extends cse_alife_item_weapon_magazined_w_gl { constructor(section: Section.Item) on_register(): void on_unregister(): void can_switch_online(): boolean STATE_Write(stpk: net_packet): void STATE_Read(stpk: net_packet, size: number): void } /** @customConstructor se_weapon_shotgun */ class se_weapon_shotgun extends cse_alife_item_weapon_shotgun { constructor(section: Section.Item) on_register(): void on_unregister(): void can_switch_online(): boolean STATE_Write(stpk: net_packet): void STATE_Read(stpk: net_packet, size: number): void } namespace se_item { /** Anomaly `class "se_ammo"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_ammo.Method = ...`). */ export const se_ammo: se_ammo /** Anomaly `class "se_detector"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_detector.Method = ...`). */ export const se_detector: se_detector /** Anomaly `class "se_eatable"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_eatable.Method = ...`). */ export const se_eatable: se_eatable /** Anomaly `class "se_explosive"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_explosive.Method = ...`). */ export const se_explosive: se_explosive /** Anomaly `class "se_grenade"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_grenade.Method = ...`). */ export const se_grenade: se_grenade /** Anomaly `class "se_helmet"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_helmet.Method = ...`). */ export const se_helmet: se_helmet /** Anomaly `class "se_invbox"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_invbox.Method = ...`). */ export const se_invbox: se_invbox /** Anomaly `class "se_item"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_item.Method = ...`). */ export const se_item: se_item /** Anomaly `class "se_item_torch"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_item_torch.Method = ...`). */ export const se_item_torch: se_item_torch /** Anomaly `class "se_lamp"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_lamp.Method = ...`). */ export const se_lamp: se_lamp /** Anomaly `class "se_mgun"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_mgun.Method = ...`). */ export const se_mgun: se_mgun /** Anomaly `class "se_outfit"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_outfit.Method = ...`). */ export const se_outfit: se_outfit /** Anomaly `class "se_pda"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_pda.Method = ...`). */ export const se_pda: se_pda /** Anomaly `class "se_physic"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_physic.Method = ...`). */ export const se_physic: se_physic /** Anomaly `class "se_weapon"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_weapon.Method = ...`). */ export const se_weapon: se_weapon /** Anomaly `class "se_weapon_automatic_shotgun"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_weapon_automatic_shotgun.Method = ...`). */ export const se_weapon_automatic_shotgun: se_weapon_automatic_shotgun /** Anomaly `class "se_weapon_magazined"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_weapon_magazined.Method = ...`). */ export const se_weapon_magazined: se_weapon_magazined /** Anomaly `class "se_weapon_magazined_w_gl"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_weapon_magazined_w_gl.Method = ...`). */ export const se_weapon_magazined_w_gl: se_weapon_magazined_w_gl /** Anomaly `class "se_weapon_shotgun"` is also reachable on the `se_item` script namespace; typed as * the instance so its methods can be captured/overridden (`se_item.se_weapon_shotgun.Method = ...`). */ export const se_weapon_shotgun: se_weapon_shotgun } }