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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_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 } }