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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 sim_squad_scripted { export const dbg_map_hud: boolean } /** @customConstructor sim_squad_scripted */ class sim_squad_scripted extends cse_alife_online_offline_group { __lock: TODO // @generated field — refine type action_condlist: TODO // @generated field — refine type always_arrived: TODO // @generated field — refine type assigned_target_id: TODO // @generated field — refine type common: TODO // @generated field — refine type current_action: TODO // @generated field — refine type current_spot_id: TODO // @generated field — refine type current_target_id: TODO // @generated field — refine type death_condlist: TODO // @generated field — refine type dist_to_actor: TODO // @generated field — refine type first_update: boolean // @generated field — refine type forced_online_status: TODO // @generated field — refine type idle_time: TODO // @generated field — refine type invul_condlist: TODO // @generated field — refine type item_on_all: TODO // @generated field — refine type last_gvid: TODO // @generated field — refine type level_name: TODO // @generated field — refine type need_to_reset_location_masks: boolean // @generated field — refine type player_id: TODO // @generated field — refine type random_targets: TODO // @generated field — refine type relationship: TODO // @generated field — refine type relationship_condlist: TODO // @generated field — refine type respawn_point_id: TODO // @generated field — refine type respawn_point_prop_section: TODO // @generated field — refine type rush: TODO // @generated field — refine type rush_to_target: boolean // @generated field — refine type scripted_target: TODO // @generated field — refine type show_disabled: boolean // @generated field — refine type smart_id: TODO // @generated field — refine type spot_section: TODO // @generated field — refine type stay_time: TODO // @generated field — refine type sympathy: TODO // @generated field — refine type task_target_id: TODO // @generated field — refine type was_forced_offline: boolean // @generated field — refine type constructor(section: Section.Item) init_squad(): void init_squad_on_load(): void get_script_target(): number update(): boolean specific_update(script_target_id: number): void generic_update(): void remove_squad(): void remove_npc(npc_id: number, force: boolean): void on_npc_death(se_npc: CseAbstract, se_killer: CseAbstract): void assign_squad_member_to_smart(member_id: number, smart: se_smart_terrain, old_smart_id: number): void assign_smart(smart: se_smart_terrain, old_smart_id: number): void check_invulnerability(): void set_location_types_section(section: Section.Item): void set_location_types(new_smart_name: string): void add_new_member_forced(section: Section.Item, pos: vector, lvid: number, gvid: number): void add_squad_member(spawn_section: string, spawn_position: vector, lv_id: number, gv_id: number): number create_npc(spawn_smart: se_smart_terrain, pos: vector, lvid: number, gvid: number): void set_squad_sympathy(sympathy: number): void set_squad_relation(relation: string): void set_squad_position(position: vector): void has_detector(): boolean get_squad_community(): string has_items_to_sell(): boolean has_tech_items(): boolean save_state(m_data: AnyTable): void load_state(m_data: AnyTable): void STATE_Write(packet: net_packet): void STATE_Read(packet: net_packet, size: number): void on_register(): void on_unregister(): void check_online_status(): void can_switch_offline(): boolean can_switch_online(): boolean switch_offline(): void switch_online(): void refresh(): void hide(): void show(): void get_squad_props(): any get_squad_relation(): string get_location(): LuaMultiReturn<[vector, number, number]> get_current_task(): CALifeSmartTerrainTask am_i_reached(squad: sim_squad_scripted): boolean on_after_reach(squad: sim_squad_scripted): void on_reach_target(squad: sim_squad_scripted): void get_alife_task(): CALifeSmartTerrainTask sim_available(): boolean target_precondition(squad: sim_squad_scripted): boolean evaluate_prior(squad: sim_squad_scripted): number } namespace sim_squad_scripted { /** Anomaly `class "sim_squad_scripted"` is also reachable on the `sim_squad_scripted` script namespace; typed as * the instance so its methods can be captured/overridden (`sim_squad_scripted.sim_squad_scripted.Method = ...`). */ export const sim_squad_scripted: sim_squad_scripted } }