UNPKG

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.

67 lines (61 loc) 3.46 kB
/** @noSelfInFile */ declare namespace xr_combat_zombied { export function add_to_binder(npc: CGameObject, ini: system_ini, st: AnyTable, planner: AnyTable): void } /** @customConstructor action_zombie_go_to_danger */ declare class action_zombie_go_to_danger extends action_base { bdo_id: TODO // @generated field — refine type bdo_vert_id: TODO // @generated field — refine type enemy_last_seen_pos: TODO // @generated field — refine type enemy_last_seen_vid: TODO // @generated field — refine type hit_reaction_end_time: TODO // @generated field — refine type last_sent_vert_id: TODO // @generated field — refine type last_state: TODO // @generated field — refine type st: TODO // @generated field — refine type t: TODO // @generated field — refine type was_hit: boolean // @generated field — refine type constructor(name: string, storage: AnyTable) initialize(): void set_state(state: string, be: CGameObject | undefined, pos: vector | undefined): void execute(): void finalize(): void hit_callback(obj: CGameObject, amount: number, local_direction: vector, who: CGameObject, bone_index: number): void } /** @customConstructor action_zombie_shoot */ declare class action_zombie_shoot extends action_base { enemy_last_accessible_position: TODO // @generated field — refine type enemy_last_seen_pos: TODO // @generated field — refine type enemy_last_seen_vid: TODO // @generated field — refine type hit_reaction_end_time: TODO // @generated field — refine type last_state: TODO // @generated field — refine type last_vid: TODO // @generated field — refine type st: TODO // @generated field — refine type t: TODO // @generated field — refine type turn_time: TODO // @generated field — refine type valid_path: boolean // @generated field — refine type was_hit: boolean // @generated field — refine type constructor(name: string, storage: AnyTable) initialize(): void set_state(state: string, be: CGameObject | undefined, pos: vector | undefined): void execute(): void calc_random_direction(): vector finalize(): void hit_callback(obj: CGameObject, amount: number, local_direction: vector, who: CGameObject, bone_index: number): void } /** @customConstructor evaluator_combat_zombied */ declare class evaluator_combat_zombied extends property_evaluator { gst: TODO // @generated field — refine type constructor(name: string, glob_storage: AnyTable) evaluate(): boolean } declare namespace xr_combat_zombied { /** Anomaly `class "action_zombie_go_to_danger"` is also reachable on the `xr_combat_zombied` script namespace; typed as * the instance so its methods can be captured/overridden (`xr_combat_zombied.action_zombie_go_to_danger.Method = ...`). */ export const action_zombie_go_to_danger: action_zombie_go_to_danger /** Anomaly `class "action_zombie_shoot"` is also reachable on the `xr_combat_zombied` script namespace; typed as * the instance so its methods can be captured/overridden (`xr_combat_zombied.action_zombie_shoot.Method = ...`). */ export const action_zombie_shoot: action_zombie_shoot /** Anomaly `class "evaluator_combat_zombied"` is also reachable on the `xr_combat_zombied` script namespace; typed as * the instance so its methods can be captured/overridden (`xr_combat_zombied.evaluator_combat_zombied.Method = ...`). */ export const evaluator_combat_zombied: evaluator_combat_zombied }