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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 */ declare namespace state_mgr_weapon { export function get_idle_state(target_state: string): string export function get_queue_params(npc: CGameObject, st: AnyTable, override: AnyTable): LuaMultiReturn<[number, number]> export function get_weapon(obj: CGameObject, target_state: string): CGameObject export function strappable_weapon(obj: CGameObject): boolean export function weapon_locked(npc: CGameObject): boolean } /** @customConstructor act_state_mgr_weapon_drop */ declare class act_state_mgr_weapon_drop extends action_base { st: TODO // @generated field — refine type constructor(name: string, st: AnyTable) initialize(): void execute(): void finalize(): void } /** @customConstructor act_state_mgr_weapon_none */ declare class act_state_mgr_weapon_none extends action_base { st: TODO // @generated field — refine type constructor(name: string, st: AnyTable) initialize(): void execute(): void finalize(): void } /** @customConstructor act_state_mgr_weapon_strapp */ declare class act_state_mgr_weapon_strapp extends action_base { st: TODO // @generated field — refine type constructor(name: string, st: AnyTable) initialize(): void execute(): void finalize(): void } /** @customConstructor act_state_mgr_weapon_unstrapp */ declare class act_state_mgr_weapon_unstrapp extends action_base { st: TODO // @generated field — refine type constructor(name: string, st: AnyTable) initialize(): void execute(): void finalize(): void } /** @customConstructor eva_state_mgr_weapon */ declare class eva_state_mgr_weapon extends property_evaluator { st: TODO // @generated field — refine type constructor(name: string, st: AnyTable) evaluate(): boolean } /** @customConstructor eva_state_mgr_weapon_drop */ declare class eva_state_mgr_weapon_drop extends property_evaluator { st: TODO // @generated field — refine type constructor(name: string, st: AnyTable) evaluate(): boolean } /** @customConstructor eva_state_mgr_weapon_fire */ declare class eva_state_mgr_weapon_fire extends property_evaluator { st: TODO // @generated field — refine type constructor(name: string, st: AnyTable) evaluate(): boolean } /** @customConstructor eva_state_mgr_weapon_locked */ declare class eva_state_mgr_weapon_locked extends property_evaluator { st: TODO // @generated field — refine type constructor(name: string, st: AnyTable) evaluate(): boolean } /** @customConstructor eva_state_mgr_weapon_none */ declare class eva_state_mgr_weapon_none extends property_evaluator { st: TODO // @generated field — refine type constructor(name: string, st: AnyTable) evaluate(): boolean } /** @customConstructor eva_state_mgr_weapon_none_now */ declare class eva_state_mgr_weapon_none_now extends property_evaluator { constructor(name: string) evaluate(): boolean } /** @customConstructor eva_state_mgr_weapon_strapped */ declare class eva_state_mgr_weapon_strapped extends property_evaluator { st: TODO // @generated field — refine type constructor(name: string, st: AnyTable) evaluate(): boolean } /** @customConstructor eva_state_mgr_weapon_strapped_now */ declare class eva_state_mgr_weapon_strapped_now extends property_evaluator { constructor(name: string) evaluate(): boolean } /** @customConstructor eva_state_mgr_weapon_unstrapped */ declare class eva_state_mgr_weapon_unstrapped extends property_evaluator { st: TODO // @generated field — refine type constructor(name: string, st: AnyTable) evaluate(): boolean } /** @customConstructor eva_state_mgr_weapon_unstrapped_now */ declare class eva_state_mgr_weapon_unstrapped_now extends property_evaluator { constructor(name: string) evaluate(): boolean } declare namespace state_mgr_weapon { /** Anomaly `class "act_state_mgr_weapon_drop"` is also reachable on the `state_mgr_weapon` script namespace; typed as * the instance so its methods can be captured/overridden (`state_mgr_weapon.act_state_mgr_weapon_drop.Method = ...`). */ export const act_state_mgr_weapon_drop: act_state_mgr_weapon_drop /** Anomaly `class "act_state_mgr_weapon_none"` is also reachable on the `state_mgr_weapon` script namespace; typed as * the instance so its methods can be captured/overridden (`state_mgr_weapon.act_state_mgr_weapon_none.Method = ...`). */ export const act_state_mgr_weapon_none: act_state_mgr_weapon_none /** Anomaly `class "act_state_mgr_weapon_strapp"` is also reachable on the `state_mgr_weapon` script namespace; typed as * the instance so its methods can be captured/overridden (`state_mgr_weapon.act_state_mgr_weapon_strapp.Method = ...`). */ export const act_state_mgr_weapon_strapp: act_state_mgr_weapon_strapp /** Anomaly `class "act_state_mgr_weapon_unstrapp"` is also reachable on the `state_mgr_weapon` script namespace; typed as * the instance so its methods can be captured/overridden (`state_mgr_weapon.act_state_mgr_weapon_unstrapp.Method = ...`). */ export const act_state_mgr_weapon_unstrapp: act_state_mgr_weapon_unstrapp /** Anomaly `class "eva_state_mgr_weapon"` is also reachable on the `state_mgr_weapon` script namespace; typed as * the instance so its methods can be captured/overridden (`state_mgr_weapon.eva_state_mgr_weapon.Method = ...`). */ export const eva_state_mgr_weapon: eva_state_mgr_weapon /** Anomaly `class "eva_state_mgr_weapon_drop"` is also reachable on the `state_mgr_weapon` script namespace; typed as * the instance so its methods can be captured/overridden (`state_mgr_weapon.eva_state_mgr_weapon_drop.Method = ...`). */ export const eva_state_mgr_weapon_drop: eva_state_mgr_weapon_drop /** Anomaly `class "eva_state_mgr_weapon_fire"` is also reachable on the `state_mgr_weapon` script namespace; typed as * the instance so its methods can be captured/overridden (`state_mgr_weapon.eva_state_mgr_weapon_fire.Method = ...`). */ export const eva_state_mgr_weapon_fire: eva_state_mgr_weapon_fire /** Anomaly `class "eva_state_mgr_weapon_locked"` is also reachable on the `state_mgr_weapon` script namespace; typed as * the instance so its methods can be captured/overridden (`state_mgr_weapon.eva_state_mgr_weapon_locked.Method = ...`). */ export const eva_state_mgr_weapon_locked: eva_state_mgr_weapon_locked /** Anomaly `class "eva_state_mgr_weapon_none"` is also reachable on the `state_mgr_weapon` script namespace; typed as * the instance so its methods can be captured/overridden (`state_mgr_weapon.eva_state_mgr_weapon_none.Method = ...`). */ export const eva_state_mgr_weapon_none: eva_state_mgr_weapon_none /** Anomaly `class "eva_state_mgr_weapon_none_now"` is also reachable on the `state_mgr_weapon` script namespace; typed as * the instance so its methods can be captured/overridden (`state_mgr_weapon.eva_state_mgr_weapon_none_now.Method = ...`). */ export const eva_state_mgr_weapon_none_now: eva_state_mgr_weapon_none_now /** Anomaly `class "eva_state_mgr_weapon_strapped"` is also reachable on the `state_mgr_weapon` script namespace; typed as * the instance so its methods can be captured/overridden (`state_mgr_weapon.eva_state_mgr_weapon_strapped.Method = ...`). */ export const eva_state_mgr_weapon_strapped: eva_state_mgr_weapon_strapped /** Anomaly `class "eva_state_mgr_weapon_strapped_now"` is also reachable on the `state_mgr_weapon` script namespace; typed as * the instance so its methods can be captured/overridden (`state_mgr_weapon.eva_state_mgr_weapon_strapped_now.Method = ...`). */ export const eva_state_mgr_weapon_strapped_now: eva_state_mgr_weapon_strapped_now /** Anomaly `class "eva_state_mgr_weapon_unstrapped"` is also reachable on the `state_mgr_weapon` script namespace; typed as * the instance so its methods can be captured/overridden (`state_mgr_weapon.eva_state_mgr_weapon_unstrapped.Method = ...`). */ export const eva_state_mgr_weapon_unstrapped: eva_state_mgr_weapon_unstrapped /** Anomaly `class "eva_state_mgr_weapon_unstrapped_now"` is also reachable on the `state_mgr_weapon` script namespace; typed as * the instance so its methods can be captured/overridden (`state_mgr_weapon.eva_state_mgr_weapon_unstrapped_now.Method = ...`). */ export const eva_state_mgr_weapon_unstrapped_now: eva_state_mgr_weapon_unstrapped_now }