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
TypeScript
/** @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
}