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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 xr_camper { export function add_to_binder(object: CGameObject, ini: system_ini, scheme: string, section: Section.Item, storage: AnyTable): void export function set_scheme(npc: CGameObject, ini: system_ini, scheme: string, section: Section.Item, gulag_name?: string): void } /** @customConstructor action_patrol */ class action_patrol extends action_base { __keep_body_state_until: TODO // @generated field — refine type a: TODO // @generated field — refine type cur_state: TODO // @generated field — refine type danger: boolean // @generated field — refine type dest_position: TODO // @generated field — refine type dir: TODO // @generated field — refine type dist: number // @generated field — refine type enemy_position: TODO // @generated field — refine type flag: TODO // @generated field — refine type l_vid: TODO // @generated field — refine type look_point: TODO // @generated field — refine type look_position: TODO // @generated field — refine type move_mgr: TODO // @generated field — refine type next_point: TODO // @generated field — refine type on_point: boolean // @generated field — refine type point_0: TODO // @generated field — refine type point_2: TODO // @generated field — refine type scantime: TODO // @generated field — refine type st: TODO // @generated field — refine type stand: boolean // @generated field — refine type time_to_update: TODO // @generated field — refine type was_reset: boolean // @generated field — refine type constructor(npc: CGameObject, action_name: string, storage: AnyTable) initialize(): void reset_scheme(): void activate_scheme(): void can_shoot(): boolean execute(): void process_danger(): boolean scan(flag: boolean): void get_next_point(flag: boolean): any process_point(mode: string, number: number): boolean finalize(): void on_place(): boolean hit_callback(obj: CGameObject, amount: number, local_direction: vector, who: CGameObject, bone_index: number): void formation_callback(mode: string, number: number, index: number): void death_callback(npc: CGameObject): void deactivate(npc: CGameObject): void net_destroy(npc: CGameObject): void } /** @customConstructor evaluator_close_combat */ class evaluator_close_combat extends property_evaluator { a: TODO // @generated field — refine type constructor(name: string, storage: AnyTable) evaluate(): boolean } /** @customConstructor evaluator_end */ class evaluator_end extends property_evaluator { a: TODO // @generated field — refine type constructor(name: string, storage: AnyTable) evaluate(): boolean } namespace xr_camper { /** Anomaly `class "action_patrol"` is also reachable on the `xr_camper` script namespace; typed as * the instance so its methods can be captured/overridden (`xr_camper.action_patrol.Method = ...`). */ export const action_patrol: action_patrol /** Anomaly `class "evaluator_close_combat"` is also reachable on the `xr_camper` script namespace; typed as * the instance so its methods can be captured/overridden (`xr_camper.evaluator_close_combat.Method = ...`). */ export const evaluator_close_combat: evaluator_close_combat /** Anomaly `class "evaluator_end"` is also reachable on the `xr_camper` script namespace; typed as * the instance so its methods can be captured/overridden (`xr_camper.evaluator_end.Method = ...`). */ export const evaluator_end: evaluator_end } }