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.
80 lines (73 loc) • 3.71 kB
TypeScript
/** @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
}
}