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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_main { export const UI_ICON_EQUIPMENT_HEIGHT: number export const UI_ICON_EQUIPMENT_WIDTH: number export const UI_ICON_WIDTH_SCALE: number /** Spawn presets keyed by id. */ export const id_to_spawn_table: AnyTable export function get_spawn_table(name: string): boolean } /** @customConstructor anim_ui */ class anim_ui extends CUIScriptWnd { anims_list: TODO // @generated field — refine type constructor() __finalize(): void Update(): void InitCallBacks(): void InitControls(): void FillAnim(): void OnStartAnim(): void OnKeyboard(dik: number, keyboard_action: number): boolean OnQuit(): void } /** @customConstructor debug_ui */ class debug_ui extends CUIScriptWnd { _addons: TODO // @generated field — refine type _scopes: TODO // @generated field — refine type binds: TODO // @generated field — refine type console: 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 dialog: TODO // @generated field — refine type editor_old_h: TODO // @generated field — refine type editor_old_w: TODO // @generated field — refine type editor_old_x: TODO // @generated field — refine type editor_old_y: TODO // @generated field — refine type form: TODO // @generated field — refine type icon_scale: number // @generated field — refine type level_present: TODO // @generated field — refine type need_save_h: TODO // @generated field — refine type need_save_offset_x: TODO // @generated field — refine type need_save_offset_y: TODO // @generated field — refine type need_save_w: TODO // @generated field — refine type need_save_x: TODO // @generated field — refine type need_save_y: TODO // @generated field — refine type owner: TODO // @generated field — refine type spawn_gvid: TODO // @generated field — refine type spawn_lvid: TODO // @generated field — refine type spawn_pos: TODO // @generated field — refine type tab: TODO // @generated field — refine type tab_list: TODO // @generated field — refine type txt_console: TODO // @generated field — refine type txt_focus: TODO // @generated field — refine type txt_near: TODO // @generated field — refine type xml: TODO // @generated field — refine type constructor(owner?: any, binds?: AnyTable) __finalize(): void Reinit(level_present?: boolean): void CreateTab(uID: string): void InitControls(): void SetCurrentValues(): void ShowConsole(): void HideConsole(): void Update(): void InitCallBacks(): void OnConsoleInput(): string OnBtnTeleport(): void OnBtnSpawn(): void OnBtnSpawnSquad(): void SendOutput(txt: string, ...args: any[]): string SendOutputList(list: AnyTable, start: number, finish: number): void OnBtnFocus(): void OnBtnExecuteString(): void OnBtnSwitchDistance(): void OnBtnFindNearest(): void OnBtnSetLogic(): void OnBtnRevertLogic(): void OnBtnReloadIni(): void OnQuit(): void OnTabChange(): void OnKeyboard(dik: number, keyboard_action: number): boolean spawn_section(text: string): boolean spawn_squad(section: Section.Item, smart_name: string): boolean FindNearest(txt: string): void FillList(name: string): void FillEditorList(name: string): void FillLevelList(): void JumpLevel(): void OnSelectSectionList(): void OnSelectEditorSectionList(): void OnButton_create_clicked(): void OnEditorTriggerAddonSectionSelection(): void OnEditorTriggerSectionSelection(): void OnEditIconX(): void OnEditIconY(): void OnEditIconW(): void OnEditIconH(): void OnEditIconOffX(): void OnEditIconOffY(): void OnEditIcon(): void OnEditorSave(): void FillAnim(): void OnListItemClicked(): void OnStartAnim(): void OnStartHudAnim(): void } /** @customConstructor debug_ui_advanced */ class debug_ui_advanced extends CUIWindow { owner: TODO // @generated field — refine type constructor(owner?: any, binds?: AnyTable) __finalize(): void InitControls(x: number, y: number, xml: CScriptXmlInit, owner?: any): void } /** @customConstructor debug_ui_attach */ class debug_ui_attach extends CUIScriptWnd { _last: string // @generated field — refine type anim_states: TODO // @generated field — refine type attachable: TODO // @generated field — refine type flds: TODO // @generated field — refine type form: TODO // @generated field — refine type need_save: TODO // @generated field — refine type owner: TODO // @generated field — refine type xml: TODO // @generated field — refine type constructor(owner?: any, binds?: AnyTable) __finalize(): void OnAttachListSelect(): void OnStateListSelect(): void OnWeaponListSelect(): void OnAttachSave(section: Section.Item): void On_fld_attach_x(): void On_fld_attach_y(): void On_fld_attach_z(): void On_fld_attach_rot_x(): void On_fld_attach_rot_y(): void On_fld_attach_rot_z(): void OnEditAttach(fld: string): void OnKeyboard(dik: number, keyboard_action: number): boolean OnAttach(): void OnQuit(): void } /** @customConstructor debug_ui_editor */ class debug_ui_editor extends CUIWindow { owner: TODO // @generated field — refine type constructor(owner?: any, binds?: AnyTable) __finalize(): void InitControls(x: number, y: number, xml: CScriptXmlInit, owner?: any): void } /** @customConstructor debug_ui_hud */ class debug_ui_hud extends CUIWindow { owner: TODO // @generated field — refine type constructor(owner?: any, binds?: AnyTable) __finalize(): void InitControls(x: number, y: number, xml: CScriptXmlInit, owner?: any): void } /** @customConstructor debug_ui_object */ class debug_ui_object extends CUIWindow { owner: TODO // @generated field — refine type constructor(owner?: any, binds?: AnyTable) __finalize(): void InitControls(x: number, y: number, xml: CScriptXmlInit, owner?: any): void } /** @customConstructor debug_ui_spawner */ class debug_ui_spawner extends CUIWindow { owner: TODO // @generated field — refine type constructor(owner?: any, binds?: AnyTable) __finalize(): void InitControls(x: number, y: number, xml: CScriptXmlInit, owner?: any): void } /** @customConstructor set_list_text */ class set_list_text extends CUIListBoxItem { sect: TODO // @generated field — refine type constructor(height: number) } namespace ui_debug_main { /** Anomaly `class "anim_ui"` is also reachable on the `ui_debug_main` script namespace; typed as * the instance so its methods can be captured/overridden (`ui_debug_main.anim_ui.Method = ...`). */ export const anim_ui: anim_ui /** Anomaly `class "debug_ui"` is also reachable on the `ui_debug_main` script namespace; typed as * the instance so its methods can be captured/overridden (`ui_debug_main.debug_ui.Method = ...`). */ export const debug_ui: debug_ui /** Anomaly `class "debug_ui_advanced"` is also reachable on the `ui_debug_main` script namespace; typed as * the instance so its methods can be captured/overridden (`ui_debug_main.debug_ui_advanced.Method = ...`). */ export const debug_ui_advanced: debug_ui_advanced /** Anomaly `class "debug_ui_attach"` is also reachable on the `ui_debug_main` script namespace; typed as * the instance so its methods can be captured/overridden (`ui_debug_main.debug_ui_attach.Method = ...`). */ export const debug_ui_attach: debug_ui_attach /** Anomaly `class "debug_ui_editor"` is also reachable on the `ui_debug_main` script namespace; typed as * the instance so its methods can be captured/overridden (`ui_debug_main.debug_ui_editor.Method = ...`). */ export const debug_ui_editor: debug_ui_editor /** Anomaly `class "debug_ui_hud"` is also reachable on the `ui_debug_main` script namespace; typed as * the instance so its methods can be captured/overridden (`ui_debug_main.debug_ui_hud.Method = ...`). */ export const debug_ui_hud: debug_ui_hud /** Anomaly `class "debug_ui_object"` is also reachable on the `ui_debug_main` script namespace; typed as * the instance so its methods can be captured/overridden (`ui_debug_main.debug_ui_object.Method = ...`). */ export const debug_ui_object: debug_ui_object /** Anomaly `class "debug_ui_spawner"` is also reachable on the `ui_debug_main` script namespace; typed as * the instance so its methods can be captured/overridden (`ui_debug_main.debug_ui_spawner.Method = ...`). */ export const debug_ui_spawner: debug_ui_spawner /** Anomaly `class "set_list_text"` is also reachable on the `ui_debug_main` script namespace; typed as * the instance so its methods can be captured/overridden (`ui_debug_main.set_list_text.Method = ...`). */ export const set_list_text: set_list_text } }