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.
82 lines (74 loc) • 4.13 kB
TypeScript
/** @noSelfInFile */
import type { Section } from 'anomaly-packer'
declare global {
namespace xr_wounded {
export function add_to_binder(npc: CGameObject, ini: system_ini, scheme: string, section: Section.Item, st: AnyTable, temp?: AnyTable): void
export function as_play_sound(actor: CGameObject, obj: CGameObject, p: AnyTable): void
export function as_self_explode(actor: CGameObject, obj: CGameObject): void
export function configure_actions(npc: CGameObject, ini: system_ini, scheme: string, section: Section.Item, stype: number, temp?: AnyTable): void
export function eat_medkit(npc: CGameObject): void
export function hit_callback(npc_id: number): void
export function init_wounded(npc: CGameObject, ini: system_ini, section: Section.Item, st: AnyTable, scheme: string): void
export function is_heavy_wounded_by_id(npc_id: number): boolean
export function is_psy_wounded_by_id(npc_id: number): boolean
export function is_wounded(npc: CGameObject): boolean
export function reset_generic_scheme(npc: CGameObject, scheme: string, section: Section.Item, stype: number, st: AnyTable): void
export function setup_generic_scheme(npc: CGameObject, ini: system_ini, scheme: string, section: Section.Item, stype: number, temp?: AnyTable): void
export function unlock_medkit(npc: CGameObject): void
}
/** Per-NPC wound state controller. @customConstructor Cwound_manager */
class Cwound_manager {
a: TODO // @generated field — refine type
can_use_medkit: boolean // @generated field — refine type
cover: string // @generated field — refine type
fight: TODO // @generated field — refine type
npc: TODO // @generated field — refine type
sound: TODO // @generated field — refine type
victim: TODO // @generated field — refine type
constructor(npc: CGameObject, storage: AnyTable)
update(): void
unlock_medkit(): void
eat_medkit(): void
process_fight(hp: number): string
process_victim(hp: number): string
process_hp_wound(hp: number): LuaMultiReturn<[string, string]>
process_psy_wound(hp: number): LuaMultiReturn<[string, string]>
get_key_from_distance(t: AnyTable, hp: number): string
hit_callback(): void
}
/** @customConstructor action_wounded */
class action_wounded extends action_base {
a: TODO // @generated field — refine type
suicide: boolean // @generated field — refine type
constructor(name: string, storage: AnyTable)
initialize(): void
execute(): void
finalize(): void
}
/** @customConstructor evaluator_can_fight */
class evaluator_can_fight extends property_evaluator {
a: TODO // @generated field — refine type
constructor(name: string, storage: AnyTable)
evaluate(): boolean
}
/** @customConstructor evaluator_wound */
class evaluator_wound extends property_evaluator {
a: TODO // @generated field — refine type
constructor(name: string, storage: AnyTable)
evaluate(): boolean
}
namespace xr_wounded {
/** Anomaly `class "Cwound_manager"` is also reachable on the `xr_wounded` script namespace; typed as
* the instance so its methods can be captured/overridden (`xr_wounded.Cwound_manager.Method = ...`). */
export const Cwound_manager: Cwound_manager
/** Anomaly `class "action_wounded"` is also reachable on the `xr_wounded` script namespace; typed as
* the instance so its methods can be captured/overridden (`xr_wounded.action_wounded.Method = ...`). */
export const action_wounded: action_wounded
/** Anomaly `class "evaluator_can_fight"` is also reachable on the `xr_wounded` script namespace; typed as
* the instance so its methods can be captured/overridden (`xr_wounded.evaluator_can_fight.Method = ...`). */
export const evaluator_can_fight: evaluator_can_fight
/** Anomaly `class "evaluator_wound"` is also reachable on the `xr_wounded` script namespace; typed as
* the instance so its methods can be captured/overridden (`xr_wounded.evaluator_wound.Method = ...`). */
export const evaluator_wound: evaluator_wound
}
}