/** @noSelfInFile */

import type { Section } from 'anomaly-packer'

declare global {
  namespace actor_effects {
    export function actor_can_shoot(state: boolean): boolean
    export function allow_animation(): void
    export function clear_mask_hud(): void
    export function disable_effects_timer(n: number): void
    export function Hit_GrenadeQuickthrow(): void
    export function Hit_MaskCleaning(): void
    export function Hit_TorchToggle(): void
    export function HUD_fog(enabled: boolean, actor: CGameObject, rect?: any): void
    export function HUD_mask(helm_hud: any, helm_name: string, helm_respi: any): void
    export function init_main_settings(): void
    export function init_settings(): void
    export function is_animations_on(): boolean
    export function is_mask_on(): boolean
    export function is_respi_on(): boolean
    export function on_game_start(): void
    export function play_continuous_effect(period: number): void
    export function play_item_fx(name: string): void
    export function play_sound_breath(actor: CGameObject): void
    export function play_sound_breath_mask(actor: CGameObject): void
    export function reset_idle_anim(wpn: CGameObject, empty?: boolean): void
    export function set_animations(state: boolean): void
    export function shoot_effect(sect: Section.Item): void
    export function switch_helm(): void
    export function toggle_active_slot(f: boolean): void
    export function toggle_hud_autohide(state: boolean): void
    export function Update_Animations(actor: CGameObject): void
    export function Update_Bleeding(actor: CGameObject): void
    export function Update_Blood(actor: CGameObject): void
    export function Update_Breathing(actor: CGameObject): void
    export function Update_Fog(actor: CGameObject): void
    export function Update_HealthHUD(actor: CGameObject): void
    export function Update_Impact(actor: CGameObject): void
    export function Update_ItemSwap(actor: CGameObject): void
    export function Update_Mask(actor: CGameObject): void
    export function Update_Rad(actor: CGameObject): void
    export function Update_Shooting(obj: CGameObject, wpn: CGameObject, ammo_elapsed: number, grenade_elapsed: number, ammo_type: string, grenade_type: string): void
    export function Update_StaminaHUD(actor: CGameObject): void
    export function use_helmet(): void
    export function use_weapon(f: boolean): void
  }
}
