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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_patrol { 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 PatrolManager */ class PatrolManager { commander_dir: TODO // @generated field — refine type commander_id: TODO // @generated field — refine type commander_lid: TODO // @generated field — refine type current_state: TODO // @generated field — refine type formation: TODO // @generated field — refine type npc_count: TODO // @generated field — refine type npc_list: TODO // @generated field — refine type path_name: TODO // @generated field — refine type constructor(path_name: string) add_npc(npc: CGameObject, leader: boolean): void remove_npc(npc: CGameObject): void reset_positions(): void set_formation(formation: string): void get_commander(npc: CGameObject): CGameObject get_npc_command(npc: CGameObject): LuaMultiReturn<[number, vector, string]> set_command(npc: CGameObject, command: string, formation: string): void is_commander(npc_id: number): boolean is_commander_in_meet(): boolean update(): void } /** @customConstructor action_commander */ class action_commander extends action_base { cur_state: string // @generated field — refine type move_mgr: TODO // @generated field — refine type old_state: TODO // @generated field — refine type st: TODO // @generated field — refine type was_reset: boolean // @generated field — refine type constructor(npc: CGameObject, action_name: string, storage: AnyTable) initialize(): void activate_scheme(): void execute(): void finalize(): void deactivate(npc: CGameObject): void death_callback(npc: CGameObject): void net_destroy(npc: CGameObject): void formation_callback(mode: any, number: number, index: number): void } /** @customConstructor evaluator_patrol_comm */ class evaluator_patrol_comm extends property_evaluator { st: TODO // @generated field — refine type constructor(name: string, storage: AnyTable) evaluate(): boolean } /** @customConstructor evaluator_patrol_end */ class evaluator_patrol_end extends property_evaluator { st: TODO // @generated field — refine type constructor(name: string, storage: AnyTable) evaluate(): boolean } namespace xr_patrol { /** Anomaly `class "PatrolManager"` is also reachable on the `xr_patrol` script namespace; typed as * the instance so its methods can be captured/overridden (`xr_patrol.PatrolManager.Method = ...`). */ export const PatrolManager: PatrolManager /** Anomaly `class "action_commander"` is also reachable on the `xr_patrol` script namespace; typed as * the instance so its methods can be captured/overridden (`xr_patrol.action_commander.Method = ...`). */ export const action_commander: action_commander /** Anomaly `class "evaluator_patrol_comm"` is also reachable on the `xr_patrol` script namespace; typed as * the instance so its methods can be captured/overridden (`xr_patrol.evaluator_patrol_comm.Method = ...`). */ export const evaluator_patrol_comm: evaluator_patrol_comm /** Anomaly `class "evaluator_patrol_end"` is also reachable on the `xr_patrol` script namespace; typed as * the instance so its methods can be captured/overridden (`xr_patrol.evaluator_patrol_end.Method = ...`). */ export const evaluator_patrol_end: evaluator_patrol_end } }