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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 ui_debug_item { // Editable parameter descriptor, as declared in the `parameters` config. export interface ParameterDescriptor { index: number type: number def: number[] min: number max: number step: number from?: string show: number name: string reversed?: boolean precision?: number } export const GUI: UIItemEditor | undefined export const parameters: Record<string, Record<string, ParameterDescriptor>> export function on_game_start(): void export function on_key_hold(key: number): void export function on_key_release(key: number): void export function print_dbg(...args: unknown[]): void export function reset_anim(anim_state: string): boolean export function start(owner: CUIScriptWnd | undefined, object: CGameObject, section: Section.Item, item_type: string, item_kinds: Record<string, boolean>): void export function start_artfact(owner?: CUIScriptWnd): void export function start_outfit(owner?: CUIScriptWnd): void export function start_weapon(owner?: CUIScriptWnd): void } /** @customConstructor UIItemEditor */ class UIItemEditor extends CUIScriptWnd { bar: TODO // @generated field refine type bar_perc: TODO // @generated field refine type bar_str: TODO // @generated field refine type bar_txt: TODO // @generated field refine type btn_apply: TODO // @generated field refine type btn_copy: TODO // @generated field refine type btn_paste: TODO // @generated field refine type btn_reset: TODO // @generated field refine type cap_i: TODO // @generated field refine type cfg: TODO // @generated field refine type cnt: TODO // @generated field refine type cnt_g: TODO // @generated field refine type cnt_gn: TODO // @generated field refine type cnt_n: TODO // @generated field refine type d1: TODO // @generated field refine type d2: TODO // @generated field refine type d3: TODO // @generated field refine type ele_i: TODO // @generated field refine type ele_i_2: TODO // @generated field refine type help_wnd: TODO // @generated field refine type help_wnd_text: TODO // @generated field refine type hint_wnd: TODO // @generated field refine type hint_wnd_height: TODO // @generated field refine type hint_wnd_text: TODO // @generated field refine type hint_wnd_text_height: TODO // @generated field refine type hint_wnd_text_width: TODO // @generated field refine type hint_wnd_width: TODO // @generated field refine type hl_i: TODO // @generated field refine type i: TODO // @generated field refine type ico_1: TODO // @generated field refine type ico_1_s: TODO // @generated field refine type ico_1_tmp: TODO // @generated field refine type ico_2: TODO // @generated field refine type ico_2_s: TODO // @generated field refine type ico_2_tmp: TODO // @generated field refine type id: TODO // @generated field refine type item_type: TODO // @generated field refine type list: TODO // @generated field refine type list_i: TODO // @generated field refine type list_n: TODO // @generated field refine type msg_wnd_frame: TODO // @generated field refine type msg_wnd_text: TODO // @generated field refine type msg_wnd_timer: TODO // @generated field refine type name_1: TODO // @generated field refine type name_2: TODO // @generated field refine type name_i: TODO // @generated field refine type owner: TODO // @generated field refine type p: TODO // @generated field refine type scroll_d1: TODO // @generated field refine type scroll_d3: TODO // @generated field refine type section: TODO // @generated field refine type selected: TODO // @generated field refine type selected_group: TODO // @generated field refine type show_help: boolean // @generated field refine type typ_i: TODO // @generated field refine type value_g: TODO // @generated field refine type value_i: TODO // @generated field refine type value_tmp: TODO // @generated field refine type xml: TODO // @generated field refine type constructor(owner: CUIScriptWnd | undefined, object: CGameObject, section: Section.Item, item_type: string, item_kinds: Record<string, boolean>) __finalize(): void InitControls(): void InitCallbacks(): void ResetList(item_type: string, item_kinds: Record<string, boolean>): void ResetParameters(force_def?: boolean): void ResetComparison(p?: string): void Update(): void Update_Pending(cnt: number): void GetStringByType(index: number, typ: number): string GetParameterValue(cnt: number): string | number SetParameterValue(cnt: number, value: string | number): void IsInvalidValue(cnt: number, typ: number, value: string): boolean Send_MSG(text: string, ...args: unknown[]): void SetHint(text: string, pos?: vector2, _w?: number): void SetHelp(text: string, stop?: boolean): void SwitchParam(state: boolean, vert: boolean): void SwitchValue(state: boolean, selected?: number): void SwitchValueGroup(state: boolean, selected_group?: number): void OnInput(cnt: number): void OnButton_Copy(): void OnButton_Paste(): void OnButton_Reset(): void OnButton_Apply(): void Refresh_Item(): void OnKeyboard(dik: number, keyboard_action: number): boolean Close(): void OnInput_1(): void OnInput_2(): void OnInput_3(): void OnInput_4(): void OnInput_5(): void OnInput_6(): void OnInput_7(): void OnInput_8(): void OnInput_9(): void OnInput_10(): void OnInput_11(): void OnInput_12(): void OnInput_13(): void OnInput_14(): void OnInput_15(): void OnInput_16(): void OnInput_17(): void OnInput_18(): void OnInput_19(): void OnInput_20(): void OnInput_21(): void OnInput_22(): void OnInput_23(): void OnInput_24(): void OnInput_25(): void OnInput_26(): void OnInput_27(): void OnInput_28(): void OnInput_29(): void OnInput_30(): void OnInput_31(): void OnInput_32(): void OnInput_33(): void OnInput_34(): void OnInput_35(): void OnInput_36(): void OnInput_37(): void OnInput_38(): void OnInput_39(): void OnInput_40(): void OnInput_41(): void OnInput_42(): void OnInput_43(): void OnInput_44(): void OnInput_45(): void OnInput_46(): void OnInput_47(): void OnInput_48(): void OnInput_49(): void OnInput_50(): void OnInput_51(): void OnInput_52(): void OnInput_53(): void OnInput_54(): void OnInput_55(): void OnInput_56(): void OnInput_57(): void OnInput_58(): void OnInput_59(): void OnInput_60(): void OnInput_61(): void OnInput_62(): void OnInput_63(): void OnInput_64(): void OnInput_65(): void OnInput_66(): void OnInput_67(): void OnInput_68(): void OnInput_69(): void OnInput_70(): void OnInput_71(): void OnInput_72(): void OnInput_73(): void OnInput_74(): void OnInput_75(): void OnInput_76(): void OnInput_77(): void OnInput_78(): void OnInput_79(): void OnInput_80(): void } /** @customConstructor list_element */ class list_element extends CUIListBoxItem { flag: TODO // @generated field refine type idx: TODO // @generated field refine type index: TODO // @generated field refine type name: TODO // @generated field refine type obj_related: TODO // @generated field refine type section: TODO // @generated field refine type text: TODO // @generated field refine type // shared global name with distinct constructors across ui_debug_item / ui_debug_launcher / ui_workshop constructor(section: Section.Item, width: number) constructor(section: Section.Item, width: number) constructor(section: Section.Item, width: number) __finalize(): void } namespace ui_debug_item { /** Anomaly `class "UIItemEditor"` is also reachable on the `ui_debug_item` script namespace; typed as * the instance so its methods can be captured/overridden (`ui_debug_item.UIItemEditor.Method = ...`). */ export const UIItemEditor: UIItemEditor /** Anomaly `class "list_element"` is also reachable on the `ui_debug_item` script namespace; typed as * the instance so its methods can be captured/overridden (`ui_debug_item.list_element.Method = ...`). */ export const list_element: list_element } }