@citizenfx/client 2.0.18443-1 → 2.0.18683-1

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@@ -1222,9 +1222,34 @@ declare function AddTextComponentSubstringTextLabelHashKey(gxtEntryHash: string
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  declare function N_0x17299b63c7683a2b(gxtEntryHash: string | number): void;
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1224
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  /**
1225
- * Adds a timer (e.g. "00:00:00:000"). The appearance of the timer depends on the flags, which needs more research.
1225
+ * Takes a time in milliseconds and converts it to a string. Use `~a~` to mark the position in your line of text where you want this substring inserted.
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+ * ```cpp
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+ * enum eTimeFormat {
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+ * TEXT_FORMAT_MILLISECONDS = 1,
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+ * TEXT_FORMAT_SECONDS = 2,
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+ * TEXT_FORMAT_MINUTES = 4,
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+ * TEXT_FORMAT_HOURS = 8,
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+ * TEXT_FORMAT_DAYS = 16,
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+ * // e.g. show 12:20 not 00:12:20
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+ * TEXT_FORMAT_HIDE_LEADING_UNITS_EQUAL_TO_ZERO = 32,
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+ * // e.g. show 1:14 not 01:14
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+ * TEXT_FORMAT_HIDE_LEADING_ZEROS_ON_LEADING_UNITS = 64,
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+ * // e.g. show 3m24s not 3:24
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+ * TEXT_FORMAT_SHOW_UNIT_DIVIDERS_AS_LETTERS = 128,
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+ * // e.g. show 3m24 not 3m24s
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+ * TEXT_FORMAT_HIDE_UNIT_LETTER_FOR_SMALLEST_UNITS = 256,
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+ * // e.g. show 05:51 not 05:519
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+ * TEXT_FORMAT_HIDE_MILLISECONDS_UNITS_DIGIT = 512,
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+ * // e.g. show 05:5 not 05:519
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+ * TEXT_FORMAT_HIDE_MILLISECONDS_TENS_DIGIT = 1024,
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+ * // e.g. show 12.345 not 12:345
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+ * TEXT_FORMAT_USE_DOT_FOR_MILLISECOND_DIVIDER = 2048
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+ * }
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+ * ```
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+ * @param timestamp The timestamp in milliseconds
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+ * @param format The format of the timestamp, as bitwise flags
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  */
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- declare function AddTextComponentSubstringTime(timestamp: number, flags: number): void;
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+ declare function AddTextComponentSubstringTime(timestamp: number, format: number): void;
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  /**
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  * This native (along with 0x5F68520888E69014 and 0x6C188BE134E074AA) do not actually filter anything. They simply add the provided text (as of 944)
@@ -3114,7 +3139,6 @@ declare function CanSetEnterStateForRegisteredEntity(cutsceneEntName: string, mo
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  /**
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  * Whether or not it is safe to run functions on the camera,
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  * as the camera is now no longer being used by the cutscene.
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- * @param p0 Mostly false
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  */
3119
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  declare function CanSetExitStateForCamera(p0: boolean): boolean;
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@@ -3122,7 +3146,7 @@ declare function CanSetExitStateForCamera(p0: boolean): boolean;
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  * Returns if the script can begin interacting with the registered entity. Primarly used for lead-outs of cutscenes.
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  * Returns on frame after cutscene ends, so you cannot get is while using IsCutsceneActive()
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  * Whether it is safe to start doing scripted actions on the entity, like simulating walking out of a cutscene.
3125
- * @param cutsceneEntName i.e Michael
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+ * @param cutsceneEntName Name of the entity cHandle in the cutscene
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  * @param modelHash Can be 0
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  * @return Whether or not it is safe to begin interacting with the entity
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  */
@@ -4903,16 +4927,31 @@ declare function CreateMissionTrain(variation: number, x: number, y: number, z:
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4927
  declare function CreateMobilePhone(phoneType: number): void;
4904
4928
 
4905
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  /**
4906
- * p5 = sets as true in scripts
4907
- * Same as the comment for CREATE_MODEL_SWAP unless for some reason p5 affects it this only works with objects as well.
4930
+ * Hides all objects of the specified model intersecting a sphere centered at (x, y, z) with the given radius.
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  * Network players do not see changes done with this.
4932
+ * Use [`CREATE_MODEL_HIDE_EXCLUDING_SCRIPT_OBJECTS`](#\_0x3A52AE588830BF7F) if you only want to hide map objects and exclude those created by scripts.
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+ * Use [`REMOVE_MODEL_HIDE`](#\_0xD9E3006FB3CBD765) to make hidden objects visible again.
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+ * @param x X Coordinate of the hiding sphere center.
4935
+ * @param y Y Coordinate of the hiding sphere center.
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+ * @param z Z Coordinate of the hiding sphere center.
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+ * @param radius Radius of the hiding sphere.
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+ * @param model The object's model hash to hide.
4939
+ * @param surviveMapReload If false, only currently loaded objects are hidden. If their map unloads (e.g. by moving away) and reloads, the objects will reappear.
4909
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  */
4910
- declare function CreateModelHide(x: number, y: number, z: number, radius: number, model: string | number, p5: boolean): void;
4941
+ declare function CreateModelHide(x: number, y: number, z: number, radius: number, model: string | number, surviveMapReload: boolean): void;
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4942
 
4912
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  /**
4913
- * CREATE_MODEL_HIDE_EXCLUDING_SCRIPT_OBJECTS
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+ * Hides all objects of the specified model intersecting a sphere centered at (x, y, z) with the given radius, excluding objects created by scripts.
4945
+ * Network players do not see changes done with this.
4946
+ * Use [`REMOVE_MODEL_HIDE`](#\_0xD9E3006FB3CBD765) to make hidden objects visible again.
4947
+ * @param x X Coordinate of the hiding sphere center.
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+ * @param y Y Coordinate of the hiding sphere center.
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+ * @param z Z Coordinate of the hiding sphere center.
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+ * @param radius Radius of the hiding sphere.
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+ * @param model The object's model hash to hide.
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+ * @param surviveMapReload If false, only currently loaded objects are hidden. If their map unloads (e.g. by moving away) and reloads, the objects will reappear.
4914
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  */
4915
- declare function CreateModelHideExcludingScriptObjects(x: number, y: number, z: number, radius: number, model: string | number, p5: boolean): void;
4954
+ declare function CreateModelHideExcludingScriptObjects(x: number, y: number, z: number, radius: number, model: string | number, surviveMapReload: boolean): void;
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4955
 
4917
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  /**
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  * Only works with objects!
@@ -9738,13 +9777,15 @@ declare function FlashWantedDisplay(p0: boolean): void;
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  declare function Floor(value: number): number;
9739
9778
 
9740
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  /**
9741
- * FORCE_CINEMATIC_RENDERING_THIS_UPDATE
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+ * Forces the camera to be in cinematic mode while the player is in a car. This has to be called every frame, e.g. in a `Wait(0)` loop.
9781
+ * @param enable Whether it should force the cinematic rendering or not.
9742
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  */
9743
- declare function ForceCinematicRenderingThisUpdate(p0: boolean): void;
9783
+ declare function ForceCinematicRenderingThisUpdate(enable: boolean): void;
9744
9784
  /**
9745
- * FORCE_CINEMATIC_RENDERING_THIS_UPDATE
9785
+ * Forces the camera to be in cinematic mode while the player is in a car. This has to be called every frame, e.g. in a `Wait(0)` loop.
9786
+ * @param enable Whether it should force the cinematic rendering or not.
9746
9787
  */
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- declare function N_0xa41bcd7213805aac(p0: boolean): void;
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+ declare function N_0xa41bcd7213805aac(enable: boolean): void;
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9749
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  /**
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  * used with 1,2,8,64,128 in the scripts
@@ -9838,13 +9879,15 @@ declare function N_0x4e0af9114608257c(radioStation: string, trackListName: strin
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  declare function ForceRadioTrackListPosition(radioStation: string, trackListName: string, timeOffsetMilliseconds: number): void;
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9880
 
9840
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  /**
9841
- * FORCE_PED_AI_AND_ANIMATION_UPDATE
9882
+ * Forces an instant ped AI and Animation update. Use this if your transitions between animations (especially secondary upper body animations) are janky or not smooth.
9883
+ * Do note this is an expensive function.
9842
9884
  */
9843
- declare function ForcePedAiAndAnimationUpdate(ped: number, p1: boolean, p2: boolean): void;
9885
+ declare function ForcePedAiAndAnimationUpdate(ped: number, forceAiPreCameraUpdate: boolean, forceZeroTimestep: boolean): void;
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9886
  /**
9845
- * FORCE_PED_AI_AND_ANIMATION_UPDATE
9887
+ * Forces an instant ped AI and Animation update. Use this if your transitions between animations (especially secondary upper body animations) are janky or not smooth.
9888
+ * Do note this is an expensive function.
9846
9889
  */
9847
- declare function N_0x2208438012482a1a(ped: number, p1: boolean, p2: boolean): void;
9890
+ declare function N_0x2208438012482a1a(ped: number, forceAiPreCameraUpdate: boolean, forceZeroTimestep: boolean): void;
9848
9891
 
9849
9892
  /**
9850
9893
  * cpp
@@ -10297,6 +10340,22 @@ declare function GetAnimInitialOffsetPosition(animDict: string, animName: string
10297
10340
  */
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  declare function GetAnimInitialOffsetRotation(animDict: string, animName: string, x: number, y: number, z: number, xRot: number, yRot: number, zRot: number, p8: number, p9: number): number[];
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10343
+ /**
10344
+ * GET_ARE_CAMERA_CONTROLS_DISABLED
10345
+ * @return Returns `true` if the main player's camera controls are disabled. Also returns `true` if the there is no main player info.
10346
+ */
10347
+ declare function GetAreCameraControlsDisabled(): boolean;
10348
+ /**
10349
+ * GET_ARE_CAMERA_CONTROLS_DISABLED
10350
+ * @return Returns `true` if the main player's camera controls are disabled. Also returns `true` if the there is no main player info.
10351
+ */
10352
+ declare function IsPlayerCamControlDisabled(): boolean;
10353
+ /**
10354
+ * GET_ARE_CAMERA_CONTROLS_DISABLED
10355
+ * @return Returns `true` if the main player's camera controls are disabled. Also returns `true` if the there is no main player info.
10356
+ */
10357
+ declare function N_0x7c814d2fb49f40c0(): boolean;
10358
+
10300
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  /**
10301
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  * This native retrieves the aspect ratio of the game window. If `physicalAspect` is `true`, it returns the physical aspect ratio of the game window, which is useful for 3x1 modes. Otherwise, it returns the aspect ratio of the main game window, considering any custom overrides from the settings menu.
10302
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  * ```
@@ -11352,6 +11411,14 @@ declare function GetCutsceneEndTime(): number;
11352
11411
  * ```
11353
11412
  */
11354
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  declare function N_0x971d7b15bcdbef99(): number;
11414
+ /**
11415
+ * Returns the time of the cutscene's end accounting for [`REQUEST_CUTSCENE_WITH_PLAYBACK_LIST`](#\_0xC23DE0E91C30B58C)
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+ * If a cutscene is laid out with 10 second sections, and section 0 and 1 are enabled then it would be 20000ms.
11417
+ * ```
11418
+ * NativeDB Introduced: v1734
11419
+ * ```
11420
+ */
11421
+ declare function GetCutsceneEndTime(): number;
11355
11422
 
11356
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  /**
11357
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  * Gets the current time of the cutscene.
@@ -11375,7 +11442,7 @@ declare function GetCutsceneTime(): number;
11375
11442
 
11376
11443
  /**
11377
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  * Gets the total length of the cutscene irrespective of playback list in milliseconds
11378
- * To account for sections, see [`_GET_CUTSCENE_END_TIME`](#\_0x971D7B15BCDBEF99)
11445
+ * To account for sections, see [`GET_CUTSCENE_END_TIME`](#\_0x971D7B15BCDBEF99)
11379
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  * @return Cutscene total length in milliseconds
11380
11447
  */
11381
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  declare function GetCutsceneTotalDuration(): number;
@@ -16290,20 +16357,10 @@ declare function N_0x8bc515bae4aaf8ff(player: number): number;
16290
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  declare function GetPlayerIndex(): number;
16291
16358
 
16292
16359
  /**
16293
- * Returns the Player's Invincible status.
16294
- * This function will always return false if 0x733A643B5B0C53C1 is used to set the invincibility status. To always get the correct result, use this:
16295
- * bool IsPlayerInvincible(Player player)
16296
- * {
16297
- * auto addr = getScriptHandleBaseAddress(GET_PLAYER_PED(player));
16298
- * if (addr)
16299
- * {
16300
- * DWORD flag = *(DWORD *)(addr + 0x188);
16301
- * return ((flag & (1 << 8)) != 0) || ((flag & (1 << 9)) != 0);
16302
- * }
16303
- * return false;
16304
- * }
16305
- * ============================================================
16306
- * This has bothered me for too long, whoever may come across this, where did anyone ever come up with this made up hash? 0x733A643B5B0C53C1 I've looked all over old hash list, and this nativedb I can not find that PC hash anywhere. What native name is it now or was it?
16360
+ * This native will only return true if a player was made invincible with [`SET_PLAYER_INVINCIBLE`](#\_0x239528EACDC3E7DE).
16361
+ * You should use [`GET_PLAYER_INVINCIBLE_2`](#\_0xF2E3912B) to get both [`SET_PLAYER_INVINCIBLE`](#\_0x239528EACDC3E7DE) and [`SET_PLAYER_INVINCIBLE_KEEP_RAGDOLL_ENABLED`](#\_0x6BC97F4F4BB3C04B) invincibility state.
16362
+ * @param player The player index
16363
+ * @return A boolean to tell if the player is invincible.
16307
16364
  */
16308
16365
  declare function GetPlayerInvincible(player: number): boolean;
16309
16366
 
@@ -24507,17 +24564,6 @@ declare function IsPlayerBluetoothEnable(player: number): boolean;
24507
24564
  */
24508
24565
  declare function N_0x65faee425de637b0(player: number): boolean;
24509
24566
 
24510
- /**
24511
- * Returns true when the player is not able to control the cam i.e. when running a benchmark test, switching the player or viewing a cutscene.
24512
- * Note: I am not 100% sure if the native actually checks if the cam control is disabled but it seems promising.
24513
- */
24514
- declare function IsPlayerCamControlDisabled(): boolean;
24515
- /**
24516
- * Returns true when the player is not able to control the cam i.e. when running a benchmark test, switching the player or viewing a cutscene.
24517
- * Note: I am not 100% sure if the native actually checks if the cam control is disabled but it seems promising.
24518
- */
24519
- declare function N_0x7c814d2fb49f40c0(): boolean;
24520
-
24521
24567
  /**
24522
24568
  * Returns TRUE if the player ('s ped) is climbing at the moment.
24523
24569
  */
@@ -26765,11 +26811,6 @@ declare function N_0x006e4b040ed37ec3(p0: number): void;
26765
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  */
26766
26812
  declare function N_0x0077f15613d36993(p0: number, p1: number, p2: number, p3: number): void;
26767
26813
 
26768
- /**
26769
- * 0x011883F41211432A
26770
- */
26771
- declare function N_0x011883f41211432a(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, p6: number): void;
26772
-
26773
26814
  /**
26774
26815
  * 0x015B03EE1C43E6EC
26775
26816
  */
@@ -41679,12 +41720,17 @@ declare function RemoveModelFromCreatorBudget(modelHash: string | number): void;
41679
41720
  declare function N_0xf086ad9354fac3a3(modelHash: string | number): void;
41680
41721
 
41681
41722
  /**
41682
- * p5 requires more research. See also [`CREATE_MODEL_HIDE`](#\_0x8A97BCA30A0CE478) and [`CREATE_MODEL_SWAP`](#\_0x92C47782FDA8B2A3).
41683
- * Network players do not see changes done with this.
41684
- * @param radius The radius specified in gta units
41685
- * @param model The model that you want to make visible
41723
+ * Makes all objects of the specified model that were hidden using [`CREATE_MODEL_HIDE`](#\_0x8A97BCA30A0CE478) or [`CREATE_MODEL_HIDE_EXCLUDING_SCRIPT_OBJECTS`](#\_0x3A52AE588830BF7F) visible again.
41724
+ * If lazy is false, all matching objects currently in scope are restored immediately.
41725
+ * If lazy is true, objects will only reappear when their map is reloaded.
41726
+ * @param x X Coordinate of the sphere center.
41727
+ * @param y Y Coordinate of the sphere center.
41728
+ * @param z Z Coordinate of the sphere center.
41729
+ * @param radius Radius of the sphere.
41730
+ * @param model The model hash to make visible again.
41731
+ * @param lazy false to apply the change immediately.
41686
41732
  */
41687
- declare function RemoveModelHide(x: number, y: number, z: number, radius: number, model: string | number, p5: boolean): void;
41733
+ declare function RemoveModelHide(x: number, y: number, z: number, radius: number, model: string | number, lazy: boolean): void;
41688
41734
 
41689
41735
  /**
41690
41736
  * REMOVE_MODEL_SWAP
@@ -42309,7 +42355,7 @@ declare function N_0x06a3524161c502ba(cutsceneName: string): void;
42309
42355
 
42310
42356
  /**
42311
42357
  * REQUEST_CUTSCENE
42312
- * @param cutsceneName Case insensitive
42358
+ * @param cutsceneName Case insensitive name of the .cut file
42313
42359
  * @param flags Usually 8
42314
42360
  */
42315
42361
  declare function RequestCutscene(cutsceneName: string, flags: number): void;
@@ -46165,6 +46211,15 @@ declare function SetCutsceneFadeValues(p0: boolean, p1: boolean, p2: boolean, p3
46165
46211
  */
46166
46212
  declare function SetCutsceneOrigin(x: number, y: number, z: number, heading: number, p4: number): void;
46167
46213
 
46214
+ /**
46215
+ * SET_CUTSCENE_ORIGIN_AND_ORIENTATION
46216
+ */
46217
+ declare function SetCutsceneOriginAndOrientation(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, p6: number): void;
46218
+ /**
46219
+ * SET_CUTSCENE_ORIGIN_AND_ORIENTATION
46220
+ */
46221
+ declare function N_0x011883f41211432a(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, p6: number): void;
46222
+
46168
46223
  /**
46169
46224
  * See [`SET_PED_COMPONENT_VARIATION`](#\_0x262B14F48D29DE80)
46170
46225
  */
@@ -46172,16 +46227,16 @@ declare function SetCutscenePedComponentVariation(cutsceneEntName: string, compo
46172
46227
 
46173
46228
  /**
46174
46229
  * Sets the components for a cutscene ped, this will take precendence over the cutscene's component overrides. This does not require the entity be registered.
46175
- * See
46176
- * @param cutsceneEntName cut file cHandle, i.e Michael, Lamar, Franklin, MP\_1-MP\_4 etc
46230
+ * See [`REGISTER_ENTITY_FOR_CUTSCENE`](#\_0xE40C1C56DF95C2E8) for an example.
46231
+ * @param cutsceneEntName Cutscene file cHandle, i.e Michael, Lamar, Franklin, MP\_1-MP\_4
46177
46232
  * @param ped Ped to copy components from
46178
46233
  * @param modelHash Not strictly neccasary, can be 0
46179
46234
  */
46180
46235
  declare function SetCutscenePedComponentVariationFromPed(cutsceneEntName: string, ped: number, modelHash: string | number): void;
46181
46236
  /**
46182
46237
  * Sets the components for a cutscene ped, this will take precendence over the cutscene's component overrides. This does not require the entity be registered.
46183
- * See
46184
- * @param cutsceneEntName cut file cHandle, i.e Michael, Lamar, Franklin, MP\_1-MP\_4 etc
46238
+ * See [`REGISTER_ENTITY_FOR_CUTSCENE`](#\_0xE40C1C56DF95C2E8) for an example.
46239
+ * @param cutsceneEntName Cutscene file cHandle, i.e Michael, Lamar, Franklin, MP\_1-MP\_4
46185
46240
  * @param ped Ped to copy components from
46186
46241
  * @param modelHash Not strictly neccasary, can be 0
46187
46242
  */
@@ -58710,39 +58765,113 @@ declare function SetupShopPedOutfitQuery(character: number, p1: boolean): number
58710
58765
  declare function N_0xf3fbe2d50a6a8c28(character: number, p1: boolean): number;
58711
58766
 
58712
58767
  /**
58713
- * Possible shake types (updated b617d):
58714
- * DEATH_FAIL_IN_EFFECT_SHAKE
58715
- * DRUNK_SHAKE
58716
- * FAMILY5_DRUG_TRIP_SHAKE
58717
- * HAND_SHAKE
58718
- * JOLT_SHAKE
58719
- * LARGE_EXPLOSION_SHAKE
58720
- * MEDIUM_EXPLOSION_SHAKE
58721
- * SMALL_EXPLOSION_SHAKE
58722
- * ROAD_VIBRATION_SHAKE
58723
- * SKY_DIVING_SHAKE
58724
- * VIBRATE_SHAKE
58768
+ * See [`SHAKE_GAMEPLAY_CAM`](#\_0xFD55E49555E017CF) for a full list of camera shakes.
58769
+ * @param cam The camera handle.
58770
+ * @param shakeName The name of the shake.
58771
+ * @param intensity The intensity of the shake.
58725
58772
  */
58726
- declare function ShakeCam(cam: number, _type: string, amplitude: number): void;
58773
+ declare function ShakeCam(cam: number, shakeName: string, intensity: number): void;
58727
58774
 
58728
58775
  /**
58729
- * p0 argument found in the b617d scripts: "DRUNK_SHAKE"
58776
+ * See [`SHAKE_GAMEPLAY_CAM`](#\_0xFD55E49555E017CF) for a full list of camera shakes.
58777
+ * @param shakeName The name of the shake.
58778
+ * @param intensity The intensity of the shake.
58730
58779
  */
58731
- declare function ShakeCinematicCam(p0: string, p1: number): void;
58780
+ declare function ShakeCinematicCam(shakeName: string, intensity: number): void;
58732
58781
 
58733
58782
  /**
58734
- * Possible shake types (updated b617d):
58783
+ * Shakes the gameplay cam with the specified shake name and intensity.
58784
+ * List of camera shake names:
58785
+ * ```
58786
+ * ASSAULT_RIFLE_RECOIL_SHAKE
58787
+ * BOAT_WATER_ENTRY_SHAKE
58788
+ * CAMERA_OPERATOR_SHAKE_X
58789
+ * CAMERA_OPERATOR_SHAKE_Z
58790
+ * CAMERA_OPERATOR_TURBULENCE_SHAKE
58791
+ * CARBINE_RIFLE_ACCURACY_OFFSET_SHAKE
58792
+ * CARBINE_RIFLE_RECOIL_SHAKE
58793
+ * CINEMATIC_SHOOTING_RUN_SHAKE
58794
+ * DAMPED_HAND_SHAKE
58735
58795
  * DEATH_FAIL_IN_EFFECT_SHAKE
58796
+ * DEATH_FAIL_OUT_EFFECT_SHAKE
58797
+ * DEFAULT_DEPLOY_PARACHUTE_SHAKE
58798
+ * DEFAULT_FIRST_PERSON_RECOIL_SHAKE
58799
+ * DEFAULT_KILL_EFFECT_SHAKE
58800
+ * DEFAULT_THIRD_PERSON_ACCURACY_OFFSET_SHAKE
58801
+ * DEFAULT_THIRD_PERSON_RECOIL_SHAKE
58736
58802
  * DRUNK_SHAKE
58737
58803
  * FAMILY5_DRUG_TRIP_SHAKE
58804
+ * FIRST_PERSON_AIM_SHAKE
58805
+ * FIRST_PERSON_DEPLOY_PARACHUTE_SHAKE
58806
+ * FOLLOW_RUN_SHAKE
58807
+ * FOLLOW_SWIM_SHAKE
58808
+ * FPS_ASSAULT_RIFLE_RECOIL_SHAKE
58809
+ * FPS_BOLT_RELOAD_SHAKE
58810
+ * FPS_BULLET_HIT_SHAKE
58811
+ * FPS_DEATH_SHAKE
58812
+ * FPS_GRENADE_LAUNCHER_RECOIL_SHAKE
58813
+ * FPS_MAG_DROP_SHAKE
58814
+ * FPS_MAG_RELOAD_SHAKE
58815
+ * FPS_MELEE_HIT_SHAKE
58816
+ * FPS_MG_RECOIL_SHAKE
58817
+ * FPS_MINIGUN_RECOIL_SHAKE
58818
+ * FPS_PISTOL_RECOIL_SHAKE
58819
+ * FPS_RPG_RECOIL_SHAKE
58820
+ * FPS_SHOTGUN_PUMP_SHAKE
58821
+ * FPS_SHOTGUN_RECOIL_SHAKE
58822
+ * FPS_SMG_RECOIL_SHAKE
58823
+ * FPS_STEERING_WHEEL_HIT_SHAKE
58824
+ * FPS_TANK_RECOIL_SHAKE
58825
+ * FPS_THROW_SHAKE
58826
+ * FPS_VEHICLE_HIT_SHAKE
58827
+ * FPS_ZOOM_IN_SHAKE
58828
+ * GAMEPLAY_EXPLOSION_SHAKE
58829
+ * GRENADE_EXPLOSION_SHAKE
58830
+ * GRENADE_LAUNCHER_RECOIL_SHAKE
58738
58831
  * HAND_SHAKE
58832
+ * HAND_SHAKE_ROLL
58833
+ * HIGH_DIVE_SHAKE
58834
+ * HIGH_FALL_SHAKE
58835
+ * HIGH_SPEED_BOAT_SHAKE
58836
+ * HIGH_SPEED_POV_SHAKE
58837
+ * HIGH_SPEED_VEHICLE_SHAKE
58838
+ * HIGH_SPEED_VIBRATION_POV_SHAKE
58839
+ * IDLE_HAND_SHAKE
58739
58840
  * JOLT_SHAKE
58841
+ * KILL_SHOT_SHAKE
58740
58842
  * LARGE_EXPLOSION_SHAKE
58843
+ * LOW_ORBIT_HIGH_SPEED_CAMERA_SHAKE
58844
+ * LOW_ORBIT_INACCURACY_CAMERA_SHAKE
58741
58845
  * MEDIUM_EXPLOSION_SHAKE
58742
- * SMALL_EXPLOSION_SHAKE
58846
+ * MG_RECOIL_SHAKE
58847
+ * MINIGUN_RECOIL_SHAKE
58848
+ * PARACHUTING_SHAKE
58849
+ * PISTOL_RECOIL_SHAKE
58850
+ * PLANE_PART_SPEED_SHAKE
58851
+ * POV_IDLE_SHAKE
58852
+ * REPLAY_DRUNK_SHAKE
58853
+ * REPLAY_EXPLOSION_SHAKE
58854
+ * REPLAY_HAND_SHAKE
58855
+ * REPLAY_HIGH_SPEED_VEHICLE_SHAKE
58856
+ * REPLAY_SKY_DIVING_SHAKE
58743
58857
  * ROAD_VIBRATION_SHAKE
58858
+ * RPG_RECOIL_SHAKE
58859
+ * SHOTGUN_RECOIL_SHAKE
58744
58860
  * SKY_DIVING_SHAKE
58861
+ * SMALL_EXPLOSION_SHAKE
58862
+ * SMG_RECOIL_SHAKE
58863
+ * STUNT_HAND_SHAKE
58864
+ * SWITCH_HAND_SHAKE
58865
+ * TANK_RECOIL_SHAKE
58866
+ * VEH_IMPACT_HEADING_SHAKE
58867
+ * VEH_IMPACT_PITCH_HEADING_SHAKE_FPS
58868
+ * VEH_IMPACT_PITCH_SHAKE
58745
58869
  * VIBRATE_SHAKE
58870
+ * WATER_BOB_SHAKE
58871
+ * WOBBLY_SHAKE
58872
+ * ```
58873
+ * @param shakeName The name of the shake.
58874
+ * @param intensity The intensity of the shake.
58746
58875
  */
58747
58876
  declare function ShakeGameplayCam(shakeName: string, intensity: number): void;
58748
58877
 
@@ -63571,23 +63700,17 @@ declare function ToggleStealthRadar(toggle: boolean): void;
63571
63700
  /**
63572
63701
  * Disabling/enabling a player from getting pickups. From the scripts:
63573
63702
  * OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0);
63574
- * OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0);
63575
- * OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 1);
63576
- * OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0);
63577
- * OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_armour_standard}, 0);
63578
- * OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_armour_standard}, 1);
63579
- * SET_PLAYER_*
63703
+ * @param player Player ID. Use [`PLAYER_ID`](#\_0x4F8644AF03D0E0D6) for your own player.
63704
+ * @param pickupHash Hash of the pickup, obtainable with [`GET_HASH_KEY`](#\_0xD24D37CC275948CC)
63705
+ * @param toggle boolean that enables/disables the pickup drop (false to disable, true to enable)
63580
63706
  */
63581
63707
  declare function ToggleUsePickupsForPlayer(player: number, pickupHash: string | number, toggle: boolean): void;
63582
63708
  /**
63583
63709
  * Disabling/enabling a player from getting pickups. From the scripts:
63584
63710
  * OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0);
63585
- * OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0);
63586
- * OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 1);
63587
- * OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0);
63588
- * OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_armour_standard}, 0);
63589
- * OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_armour_standard}, 1);
63590
- * SET_PLAYER_*
63711
+ * @param player Player ID. Use [`PLAYER_ID`](#\_0x4F8644AF03D0E0D6) for your own player.
63712
+ * @param pickupHash Hash of the pickup, obtainable with [`GET_HASH_KEY`](#\_0xD24D37CC275948CC)
63713
+ * @param toggle boolean that enables/disables the pickup drop (false to disable, true to enable)
63591
63714
  */
63592
63715
  declare function N_0x616093ec6b139dd9(player: number, pickupHash: string | number, toggle: boolean): void;
63593
63716
 
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@citizenfx/client",
3
- "version": "2.0.18443-1",
3
+ "version": "2.0.18683-1",
4
4
  "description": "Typings for the CitizenFX client JS API.",
5
5
  "main": "index.js",
6
6
  "scripts": {