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.
93 lines (84 loc) • 4.74 kB
TypeScript
/** @noSelfInFile */
/** @customConstructor act_state_mgr_animation_start */
declare class act_state_mgr_animation_start extends action_base {
st: TODO // @generated field — refine type
constructor(name: string, st: AnyTable)
initialize(): void
execute(): void
finalize(): void
}
/** @customConstructor act_state_mgr_animation_stop */
declare class act_state_mgr_animation_stop extends action_base {
st: TODO // @generated field — refine type
constructor(name: string, st: AnyTable)
initialize(): void
execute(): void
finalize(): void
}
/** @customConstructor animation */
declare class animation {
anim_path: TODO // @generated field — refine type
mgr: TODO // @generated field — refine type
name: TODO // @generated field — refine type
npc: TODO // @generated field — refine type
sid: TODO // @generated field — refine type
states: TODO // @generated field — refine type
constructor(npc: CGameObject, mgr: AnyTable, anim_path: AnyTable)
set_control(): void
update_anim(): void
set_state(new_state: string, fast_set: boolean): void
select_anim(): LuaMultiReturn<[any, any]>
weapon_slot(): number
anim_for_slot(slot: number, t: AnyTable): any
select_rnd(anim_state: AnyTable, wpn_slot: number, must_play: boolean): any
add_anim(anm: string, state: AnyTable): void
animation_callback(skip_multianim_check: boolean): boolean
process_special_action(action_table: AnyTable): void
}
/** @customConstructor eva_state_mgr_animation */
declare class eva_state_mgr_animation extends property_evaluator {
st: TODO // @generated field — refine type
constructor(name: string, st: AnyTable)
evaluate(): boolean
}
/** @customConstructor eva_state_mgr_animation_locked */
declare class eva_state_mgr_animation_locked extends property_evaluator {
st: TODO // @generated field — refine type
constructor(name: string, st: AnyTable)
evaluate(): boolean
}
/** @customConstructor eva_state_mgr_animation_none_now */
declare class eva_state_mgr_animation_none_now extends property_evaluator {
st: TODO // @generated field — refine type
constructor(name: string, st: AnyTable)
evaluate(): boolean
}
/** @customConstructor eva_state_mgr_animation_play_now */
declare class eva_state_mgr_animation_play_now extends property_evaluator {
st: TODO // @generated field — refine type
constructor(name: string, st: AnyTable)
evaluate(): boolean
}
declare namespace state_mgr_animation {
/** Anomaly `class "act_state_mgr_animation_start"` is also reachable on the `state_mgr_animation` script namespace; typed as
* the instance so its methods can be captured/overridden (`state_mgr_animation.act_state_mgr_animation_start.Method = ...`). */
export const act_state_mgr_animation_start: act_state_mgr_animation_start
/** Anomaly `class "act_state_mgr_animation_stop"` is also reachable on the `state_mgr_animation` script namespace; typed as
* the instance so its methods can be captured/overridden (`state_mgr_animation.act_state_mgr_animation_stop.Method = ...`). */
export const act_state_mgr_animation_stop: act_state_mgr_animation_stop
/** Anomaly `class "animation"` is also reachable on the `state_mgr_animation` script namespace; typed as
* the instance so its methods can be captured/overridden (`state_mgr_animation.animation.Method = ...`). */
export const animation: animation
/** Anomaly `class "eva_state_mgr_animation"` is also reachable on the `state_mgr_animation` script namespace; typed as
* the instance so its methods can be captured/overridden (`state_mgr_animation.eva_state_mgr_animation.Method = ...`). */
export const eva_state_mgr_animation: eva_state_mgr_animation
/** Anomaly `class "eva_state_mgr_animation_locked"` is also reachable on the `state_mgr_animation` script namespace; typed as
* the instance so its methods can be captured/overridden (`state_mgr_animation.eva_state_mgr_animation_locked.Method = ...`). */
export const eva_state_mgr_animation_locked: eva_state_mgr_animation_locked
/** Anomaly `class "eva_state_mgr_animation_none_now"` is also reachable on the `state_mgr_animation` script namespace; typed as
* the instance so its methods can be captured/overridden (`state_mgr_animation.eva_state_mgr_animation_none_now.Method = ...`). */
export const eva_state_mgr_animation_none_now: eva_state_mgr_animation_none_now
/** Anomaly `class "eva_state_mgr_animation_play_now"` is also reachable on the `state_mgr_animation` script namespace; typed as
* the instance so its methods can be captured/overridden (`state_mgr_animation.eva_state_mgr_animation_play_now.Method = ...`). */
export const eva_state_mgr_animation_play_now: eva_state_mgr_animation_play_now
}