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.
301 lines (292 loc) • 14.5 kB
TypeScript
/** @noSelfInFile */
import type { Section } from 'anomaly-packer'
declare global {
namespace ui_debug_launcher {
export const content: AnyTable
// Internal ini_file_ex cache handle.
export const ini_cc: AnyTable
export const itm_to_spawn_table: AnyTable
export const obj_to_spawn_table: AnyTable
export function can_see_actor(): void
export function check_respawn(): void
export function exec(func: (this: void, ...args: any[]) => unknown, ...args: unknown[]): unknown
export function force_trade_rf(): void
export function func_cond_dec(obj: CGameObject): void
export function func_cond_inc(obj: CGameObject): void
export function func_release(obj: CGameObject): void
export function get_info(): void
export function get_obj_spawn_table(name: string): AnyTable
export function get_spawn_table(name: string): AnyTable
export function go_trade(): void
export function go_trade_all(): void
export function inject(key: string, v: unknown): void
export function iterate_weapon(): boolean
export function kill_npc(): void
export function list_npc_items(): void
export function menu_cond_dec(obj: CGameObject): string | undefined
export function menu_cond_inc(obj: CGameObject): string | undefined
export function menu_release(obj: CGameObject): string | undefined
export function npc_check(npc: CGameObject): boolean
export function on_game_start(): void
export function prepare(): void
export function print_dbg(...args: unknown[]): void
export function record_position(): void
export function release_obj(): void
export function reload_textures(): void
export function reload_wpn_hud(): void
export function resume(): void
export function send_output(txt: string, ...args: unknown[]): void
export function set_goodwill(goodwill: number): void
export function set_goodwill_npc_npc(npc_1: CGameObject, npc_2: CGameObject, goodwill: number): void
export function set_goodwill_squad(goodwill: number): void
export function set_goodwill_squad_npc(npc_1: CGameObject, npc_2: CGameObject, goodwill: number): void
export function set_npc_companion(): void
export function set_relation(relation: number): void
export function set_relation_npc_npc(npc_1: CGameObject, npc_2: CGameObject, relation: number): void
export function show_owner(ui: string, owner: CUIScriptWnd, mode: number): void
export function spawn_basic_equipment(): void
export function stalker_check(npc: CGameObject): boolean
export function start_debug_main(owner?: CUIScriptWnd): void
export function start_executer(): void
export function start_faction_changer(for_target?: boolean): void
export function start_item_spawner(): void
export function start_itm_artfact_editor(): void
export function start_itm_outfit_editor(): void
export function start_itm_weapon_editor(): void
export function start_lighting_editor(): void
export function start_obj_spawner(): void
export function start_ui(ui: CUIScriptWnd | undefined, xml: (this: void, owner?: CUIScriptWnd) => CUIScriptWnd, owner?: CUIScriptWnd): CUIScriptWnd | undefined
export function start_weather_editor(): void
export function start_workshop(): void
export function start_wpn_hud_editor(): void
export function toggle_debug_hud(): void
export function toggle_debug_hud_map(): void
export function toggle_respawn(): void
}
/** @customConstructor UIDebugMain */
class UIDebugMain extends CUIScriptWnd {
background: TODO // @generated field — refine type
console: TODO // @generated field — refine type
console_cap: TODO // @generated field — refine type
console_frame: TODO // @generated field — refine type
console_frame_in: TODO // @generated field — refine type
console_input: TODO // @generated field — refine type
console_relay: boolean // @generated field — refine type
console_size: number // @generated field — refine type
elements: TODO // @generated field — refine type
key_list: TODO // @generated field — refine type
name: string // @generated field — refine type
obj1_txt: TODO // @generated field — refine type
obj2_txt: TODO // @generated field — refine type
owner: TODO // @generated field — refine type
txt_console: TODO // @generated field — refine type
xml: TODO // @generated field — refine type
constructor(owner?: CUIScriptWnd)
__finalize(): void
InitControls(): void
InitCallBacks(): void
Reset(): void
Execute(tab: number, index: number): void
OnList(tab: number): void
OnList_target(): void
OnList_action(): void
OnList_toggle(): void
OnList_editor(): void
OnConsoleInput(): string | undefined
GetColor(mark: string): number
SendOutput(txt: string, ...args: unknown[]): string
SendOutputList(list: string[], start: number, finish: number): void
OnKeyboard(dik: number, keyboard_action: number): boolean
Close(mode?: number): void
}
/** @customConstructor UIDebug_Executer */
class UIDebug_Executer extends CUIScriptWnd {
background: TODO // @generated field — refine type
dl1: TODO // @generated field — refine type
dl1_btn_revert: TODO // @generated field — refine type
dl1_btn_set: TODO // @generated field — refine type
dl1_cap: TODO // @generated field — refine type
dl1_file_cap: TODO // @generated field — refine type
dl1_file_input: TODO // @generated field — refine type
dl1_frame: TODO // @generated field — refine type
dl1_logic_cap: TODO // @generated field — refine type
dl1_logic_input: TODO // @generated field — refine type
dl1_obj: TODO // @generated field — refine type
dl1_sec_cap: TODO // @generated field — refine type
dl1_sec_input: TODO // @generated field — refine type
dl2: TODO // @generated field — refine type
dl2_btn: TODO // @generated field — refine type
dl2_cap: TODO // @generated field — refine type
dl2_frame: TODO // @generated field — refine type
dl2_input: TODO // @generated field — refine type
id: TODO // @generated field — refine type
msg_wnd: TODO // @generated field — refine type
msg_wnd_text: TODO // @generated field — refine type
msg_wnd_timer: TODO // @generated field — refine type
name: string // @generated field — refine type
owner: TODO // @generated field — refine type
xml: TODO // @generated field — refine type
constructor(owner?: CUIScriptWnd)
__finalize(): void
InitControls(): void
InitCallBacks(): void
Reset(): void
SetMsg(text: string, mark?: string, tmr?: number): void
Update(): void
OnLogicSet(): void
OnLogicRevert(): void
OnExecute(): void
OnKeyboard(dik: number, keyboard_action: number): boolean
Close(): void
}
/** @customConstructor UIDebug_FactionSwitch */
class UIDebug_FactionSwitch extends CUIScriptWnd {
background: TODO // @generated field — refine type
dl1: TODO // @generated field — refine type
dl1_btn: TODO // @generated field — refine type
dl1_cap: TODO // @generated field — refine type
dl1_frame: TODO // @generated field — refine type
factions: TODO // @generated field — refine type
name: string // @generated field — refine type
npc_id: TODO // @generated field — refine type
owner: TODO // @generated field — refine type
xml: TODO // @generated field — refine type
constructor(owner?: CUIScriptWnd)
__finalize(): void
InitControls(): void
Reset(for_target?: boolean): void
OnButton_Faction(faction: Community): void
OnKeyboard(dik: number, keyboard_action: number): boolean
Close(): void
}
/** @customConstructor UIDebug_ItemSpawn */
class UIDebug_ItemSpawn extends CUIScriptWnd {
background: TODO // @generated field — refine type
d1: TODO // @generated field — refine type
d12: TODO // @generated field — refine type
d12_cap: TODO // @generated field — refine type
d12_frame: TODO // @generated field — refine type
d12_frame_list: TODO // @generated field — refine type
d14_input: TODO // @generated field — refine type
d1_cap: TODO // @generated field — refine type
d1_frame: TODO // @generated field — refine type
d1_frame_list: TODO // @generated field — refine type
d2: TODO // @generated field — refine type
d2_CC: TODO // @generated field — refine type
d2_cap: TODO // @generated field — refine type
d2_frame: TODO // @generated field — refine type
d2_frame_inv: TODO // @generated field — refine type
d2_info_box: TODO // @generated field — refine type
dl4: TODO // @generated field — refine type
dl4_btn: TODO // @generated field — refine type
dl4_cap: TODO // @generated field — refine type
dl4_cap_i: TODO // @generated field — refine type
dl4_cap_p: TODO // @generated field — refine type
dl4_chk_i: TODO // @generated field — refine type
dl4_chk_p: TODO // @generated field — refine type
dl4_frame: TODO // @generated field — refine type
index: TODO // @generated field — refine type
list: TODO // @generated field — refine type
msg_wnd: TODO // @generated field — refine type
msg_wnd_text: TODO // @generated field — refine type
msg_wnd_timer: TODO // @generated field — refine type
name: string // @generated field — refine type
owner: TODO // @generated field — refine type
type: TODO // @generated field — refine type
xml: TODO // @generated field — refine type
constructor(owner?: CUIScriptWnd)
__finalize(): void
InitControls(): void
InitCallBacks(): void
Setup(): void
Reset(): void
InitItems(index: number): void
Spawn(section: Section.Item): void
Update(): void
SetMsg(text: string, mark?: string, tmr?: number): void
OnButton_Name(): void
OnButton_Point(): void
OnButton_Inv(): void
OnItemType(): void
OnItemList(): void
On_CC_Mouse1(cont: string, idx: number): void
OnKeyboard(dik: number, keyboard_action: number): boolean
Close(): void
}
/** @customConstructor UIDebug_ObjSpawn */
class UIDebug_ObjSpawn extends CUIScriptWnd {
background: TODO // @generated field — refine type
d1: TODO // @generated field — refine type
d12: TODO // @generated field — refine type
d12_cap: TODO // @generated field — refine type
d12_frame: TODO // @generated field — refine type
d12_frame_list: TODO // @generated field — refine type
d13: TODO // @generated field — refine type
d13_btn: TODO // @generated field — refine type
d13_cap: TODO // @generated field — refine type
d13_frame: TODO // @generated field — refine type
d13_input: TODO // @generated field — refine type
d14: TODO // @generated field — refine type
d14_cap: TODO // @generated field — refine type
d14_cap_lvl: TODO // @generated field — refine type
d14_cap_smrt: TODO // @generated field — refine type
d14_chk_s: TODO // @generated field — refine type
d14_frame: TODO // @generated field — refine type
d14_list_lvl: TODO // @generated field — refine type
d14_list_smrt: TODO // @generated field — refine type
d15: TODO // @generated field — refine type
d15_cap_n: TODO // @generated field — refine type
d15_cap_p: TODO // @generated field — refine type
d15_chk_n: TODO // @generated field — refine type
d15_chk_p: TODO // @generated field — refine type
d15_frame: TODO // @generated field — refine type
d1_cap: TODO // @generated field — refine type
d1_frame: TODO // @generated field — refine type
d1_frame_list: TODO // @generated field — refine type
index: TODO // @generated field — refine type
list: TODO // @generated field — refine type
msg_wnd: TODO // @generated field — refine type
msg_wnd_text: TODO // @generated field — refine type
msg_wnd_timer: TODO // @generated field — refine type
name: string // @generated field — refine type
owner: TODO // @generated field — refine type
type: TODO // @generated field — refine type
xml: TODO // @generated field — refine type
constructor(owner?: CUIScriptWnd)
__finalize(): void
InitControls(): void
InitCallBacks(): void
Setup(): void
Reset(): void
InitObjects(index: number): void
Spawn(section: Section.Item): void
Update(): void
SetMsg(text: string, mark?: string, tmr?: number): void
OnList_ObjectType(): void
OnList_Object(): void
OnList_level(): void
OnButton_Name(): void
OnButton_Smart(): void
OnButton_Point(): void
OnButton_Nearby(): void
OnKeyboard(dik: number, keyboard_action: number): boolean
Close(): void
}
namespace ui_debug_launcher {
/** Anomaly `class "UIDebugMain"` is also reachable on the `ui_debug_launcher` script namespace; typed as
* the instance so its methods can be captured/overridden (`ui_debug_launcher.UIDebugMain.Method = ...`). */
export const UIDebugMain: UIDebugMain
/** Anomaly `class "UIDebug_Executer"` is also reachable on the `ui_debug_launcher` script namespace; typed as
* the instance so its methods can be captured/overridden (`ui_debug_launcher.UIDebug_Executer.Method = ...`). */
export const UIDebug_Executer: UIDebug_Executer
/** Anomaly `class "UIDebug_FactionSwitch"` is also reachable on the `ui_debug_launcher` script namespace; typed as
* the instance so its methods can be captured/overridden (`ui_debug_launcher.UIDebug_FactionSwitch.Method = ...`). */
export const UIDebug_FactionSwitch: UIDebug_FactionSwitch
/** Anomaly `class "UIDebug_ItemSpawn"` is also reachable on the `ui_debug_launcher` script namespace; typed as
* the instance so its methods can be captured/overridden (`ui_debug_launcher.UIDebug_ItemSpawn.Method = ...`). */
export const UIDebug_ItemSpawn: UIDebug_ItemSpawn
/** Anomaly `class "UIDebug_ObjSpawn"` is also reachable on the `ui_debug_launcher` script namespace; typed as
* the instance so its methods can be captured/overridden (`ui_debug_launcher.UIDebug_ObjSpawn.Method = ...`). */
export const UIDebug_ObjSpawn: UIDebug_ObjSpawn
}
}