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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 smart_terrain { export const actor_level: AnyTable export const dbg_hud: AnyTable export const nearest_to_actor_smart: AnyTable export function arrived_to_smart(se_obj: CseAbstract, smart: se_smart_terrain): boolean export function get_smart_terrain_name(smart: se_smart_terrain): string | undefined export function on_death(se_obj: CseAbstract): void export function setup_gulag_and_logic_on_spawn(obj: CGameObject, st: AnyTable, se_obj: CseAbstract, stype: number, loaded: boolean): void export function smart_terrain_squad_count(board_smart_squads: AnyTable): number export function surge_stats(): void } /** @customConstructor se_smart_terrain */ class se_smart_terrain extends cse_alife_smart_zone { __campfire_check_time: TODO // @generated field — refine type alarm_length: TODO // @generated field — refine type alarm_start_sound: TODO // @generated field — refine type alarm_stop_sound: TODO // @generated field — refine type already_spawned: TODO // @generated field — refine type arrive_dist: TODO // @generated field — refine type arriving_npc: TODO // @generated field — refine type b_registred: boolean // @generated field — refine type check_time: TODO // @generated field — refine type death_idle_time: TODO // @generated field — refine type def_restr: TODO // @generated field — refine type default_faction: TODO // @generated field — refine type disabled: boolean // @generated field — refine type dist_to_actor: TODO // @generated field — refine type faction: TODO // @generated field — refine type faction_controlled: TODO // @generated field — refine type faction_war_in_progress: boolean // @generated field — refine type fname: TODO // @generated field — refine type ignore_zone: TODO // @generated field — refine type ini: TODO // @generated field — refine type is_on_actor_level: TODO // @generated field — refine type job_count: TODO // @generated field — refine type last_respawn_update: TODO // @generated field — refine type level_id: TODO // @generated field — refine type load_info: TODO // @generated field — refine type max_population: TODO // @generated field — refine type min_population: TODO // @generated field — refine type need_init_npc: TODO // @generated field — refine type npc_by_job_section: TODO // @generated field — refine type npc_info: TODO // @generated field — refine type npc_to_register: TODO // @generated field — refine type respawn_idle: TODO // @generated field — refine type respawn_only_level: TODO // @generated field — refine type respawn_only_smart: TODO // @generated field — refine type respawn_params: TODO // @generated field — refine type respawn_point: boolean // @generated field — refine type respawn_radius: TODO // @generated field — refine type safe_restr: TODO // @generated field — refine type smart_alarm_position: TODO // @generated field — refine type smart_alarm_time: TODO // @generated field — refine type smart_alife_task: TODO // @generated field — refine type spawn_point: TODO // @generated field — refine type squad_id: TODO // @generated field — refine type constructor(section: Section.Item) on_before_register(): void on_register(): void on_unregister(): void read_params(): void fill_npc_info(obj: CGameObject): void register_delayed_npc(): void register_npc(obj: CGameObject): void only_faction_on_jobs(faction: Community): boolean unregister_npc(obj: CGameObject): void clear_dead(obj: CGameObject): void load_jobs(): void clear_job(id: number, rem: boolean): void update_jobs(): void select_npc_job(npc_info: AnyTable, now: number, surge_started?: boolean): boolean getJob(obj_id: number): AnyTable | undefined idNPCOnJob(job_name: string): number | undefined switch_to_desired_job(npc: CGameObject): void 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 init_npc_after_load(): void stayed_squad_count(): number get_smart_props(): string show(): void hide(): void check_smart_faction(): void update(): void set_alarm(enemy: CGameObject): void check_alarm(): void find_job_by_section(section: Section.Item): AnyTable | undefined setup_logic(npc: CGameObject): void get_location(): LuaMultiReturn<[vector, number, number]> 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, ignore_population?: boolean, skip_props?: boolean): boolean evaluate_prior(squad: sim_squad_scripted): number try_respawn(): void } namespace smart_terrain { /** Anomaly `class "se_smart_terrain"` is also reachable on the `smart_terrain` script namespace; typed as * the instance so its methods can be captured/overridden (`smart_terrain.se_smart_terrain.Method = ...`). */ export const se_smart_terrain: se_smart_terrain } }