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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 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 }