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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 xr_bribe { export const WARNING_DISTANCE: number export const WARNING_TIME: number export const cmd: AnyTable export function actor_on_first_update(): void export function announce_break(npc_comm: string, is_expired: boolean): void export function at_peace(npc_comm: string, player_comm: string, distance: number): boolean export function bribe_2_days_army(first_speaker: CGameObject, second_speaker: CGameObject): void export function bribe_2_days_bandit(first_speaker: CGameObject, second_speaker: CGameObject): void export function bribe_2_days_csky(first_speaker: CGameObject, second_speaker: CGameObject): void export function bribe_2_days_dolg(first_speaker: CGameObject, second_speaker: CGameObject): void export function bribe_2_days_ecolog(first_speaker: CGameObject, second_speaker: CGameObject): void export function bribe_2_days_freedom(first_speaker: CGameObject, second_speaker: CGameObject): void export function bribe_2_days_killer(first_speaker: CGameObject, second_speaker: CGameObject): void export function bribe_2_days_stalker(first_speaker: CGameObject, second_speaker: CGameObject): void export function bribe_4_days_army(first_speaker: CGameObject, second_speaker: CGameObject): void export function bribe_4_days_bandit(first_speaker: CGameObject, second_speaker: CGameObject): void export function bribe_4_days_csky(first_speaker: CGameObject, second_speaker: CGameObject): void export function bribe_4_days_dolg(first_speaker: CGameObject, second_speaker: CGameObject): void export function bribe_4_days_ecolog(first_speaker: CGameObject, second_speaker: CGameObject): void export function bribe_4_days_freedom(first_speaker: CGameObject, second_speaker: CGameObject): void export function bribe_4_days_killer(first_speaker: CGameObject, second_speaker: CGameObject): void export function bribe_4_days_stalker(first_speaker: CGameObject, second_speaker: CGameObject): void export function bribe_check(): boolean export function have_money_10000(): boolean export function have_money_12000(): boolean export function have_money_4000(): boolean export function have_money_5000(): boolean export function have_money_6000(): boolean export function have_money_8000(): boolean export function is_enemy_to_army(): boolean export function is_enemy_to_bandit(): boolean export function is_enemy_to_csky(): boolean export function is_enemy_to_dolg(): boolean export function is_enemy_to_ecolog(): boolean export function is_enemy_to_freedom(): boolean export function is_enemy_to_killer(): boolean export function is_enemy_to_stalker(): boolean export function load_state(m_data: AnyTable): void export function npc_on_hit_callback(comm: Community): void export function npc_on_update(obj: CGameObject): void export function on_game_start(): void export function save_state(m_data: AnyTable): void export function set_bribe(faction: Community, distance: number, seconds: number): void export function split(txt: string): string[] export function take_money_10000(first_speaker: CGameObject, second_speaker: CGameObject): void export function take_money_12000(first_speaker: CGameObject, second_speaker: CGameObject): void export function take_money_4000(first_speaker: CGameObject, second_speaker: CGameObject): void export function take_money_5000(first_speaker: CGameObject, second_speaker: CGameObject): void export function take_money_6000(first_speaker: CGameObject, second_speaker: CGameObject): void export function take_money_8000(first_speaker: CGameObject, second_speaker: CGameObject): void export function trigger_warning(comm: Community): void export function try_to_toggle(state: boolean): void }