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.
104 lines (100 loc) • 5.12 kB
TypeScript
/** @noSelfInFile */
declare namespace surge_manager {
/** The singleton surge manager instance. */
export const SurgeManager: CSurgeManager
export function get_surge_manager(): CSurgeManager
export function start_surge(): void
export function stop_surge(): void
export function is_started(): boolean
export function is_finished(): boolean
export function is_loaded(): boolean
export function actor_in_cover(): boolean
export function npc_in_cover(npc: CGameObject): boolean
export function job_in_surge_cover(se_obj: CseAbstract, job: AnyTable): boolean
export function set_surge_message(message: string): void
export function is_killing_all(): boolean
export function sound_started(): boolean
export function on_game_start(): void
export function print_dbg(fmt: string, ...args: any[]): void
export function fade(currentTime: number, startTime: number, endTime: number, startValue: number, endValue: number): number
export function surge_callback(): void
export function surge_callback2(): void
export function make_dead_crow(id: number, powr: number): boolean
export function make_dead(id: number): boolean
export function get_task_descr(): string
/** The current surge task target (`nearest_safe_cover` event payload), or `nil`. */
export function get_task_target(): any
export function set_surge_task(tsk: string): void
export function actor_on_save(binder: object_binder, packet: net_packet): void
export function actor_on_load(binder: object_binder, packet: net_packet): void
export function save_state(m_data: AnyTable): void
export function load_state(m_data: AnyTable): void
}
/** The surge (blowout) controller. Access via {@link surge_manager.get_surge_manager}. */
/** @customConstructor CSurgeManager */
declare class CSurgeManager {
_delta: TODO // @generated field — refine type
aspectRatio: number // @generated field — refine type
blowout_sound: boolean // @generated field — refine type
blowout_sounds: TODO // @generated field — refine type
blowout_waves: TODO // @generated field — refine type
body_tears: TODO // @generated field — refine type
condlist: TODO // @generated field — refine type
covers: TODO // @generated field — refine type
drug_chemical_burn_protection: TODO // @generated field — refine type
drug_radiation_protection: TODO // @generated field — refine type
drug_telepatic_protection: TODO // @generated field — refine type
effector_set: boolean // @generated field — refine type
finished: boolean // @generated field — refine type
first_update: boolean // @generated field — refine type
game_time_factor: TODO // @generated field — refine type
hitFactor: TODO // @generated field — refine type
ini: TODO // @generated field — refine type
inited_time: TODO // @generated field — refine type
last_surge_time: TODO // @generated field — refine type
objects_to_kill: TODO // @generated field — refine type
second_message_given: boolean // @generated field — refine type
skip_message: TODO // @generated field — refine type
stages: TODO // @generated field — refine type
started: boolean // @generated field — refine type
surge_message: string // @generated field — refine type
surge_task_sect: string // @generated field — refine type
surge_time: number // @generated field — refine type
survive: TODO // @generated field — refine type
task_given: TODO // @generated field — refine type
time_forwarded: boolean // @generated field — refine type
ui_disabled: boolean // @generated field — refine type
wave_sound: boolean // @generated field — refine type
zombie_count: TODO // @generated field — refine type
constructor()
initialize(): void
start(manual?: boolean): void
new_surge_time(reset?: boolean): void
skip_surge(): void
end_surge(manual?: boolean): void
/** @returns the cover name (string), a boolean in-cover flag, or `nil` */
pos_in_cover(pos: vector, by_name?: boolean): string | boolean | undefined
init_surge_covers(): void
hit_power(power: number, hit_type?: number): number
start_wave(num: number, inited_time?: number): void
finalize(): void
kill_wave(num: number): void
update(): void
displayIndicators(power: number): void
play_blowout_sound(id?: number): void
play_siren_sound(): void
launch_rockets(): void
kill_crows_at_pos(pos: vector, delay?: number): void
/** @param fate one of `kill_at_wave` / `turn_to_zombie` / `explode` / `kill_at_end` */
kill_objects_at_pos(surge_pos: vector, fate: string, delay?: number): void
kill_actor_at_pos(pos: vector): void
kill_all_unhided(): void
turn_to_zombie(se_obj: CseAbstract, squad?: any): void
explode(se_obj: CseAbstract, squad?: any): void
give_surge_hide_task(): void
}
declare namespace surge_manager {
/** Anomaly `class "CSurgeManager"` is also reachable on the `surge_manager` script namespace; typed as
* the instance so its methods can be captured/overridden (`surge_manager.CSurgeManager.Method = ...`). */
export const CSurgeManager: CSurgeManager
}