@citizenfx/client 2.0.18443-1 → 2.0.18683-1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/natives_universal.d.ts +210 -87
- package/package.json +1 -1
package/natives_universal.d.ts
CHANGED
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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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/**
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*
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* 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,
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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)
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@@ -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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*/
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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.
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* @param cutsceneEntName
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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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*/
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@@ -4903,16 +4927,31 @@ declare function CreateMissionTrain(variation: number, x: number, y: number, z:
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declare function CreateMobilePhone(phoneType: number): void;
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/**
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*
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* Same as the comment for CREATE_MODEL_SWAP unless for some reason p5 affects it this only works with objects as well.
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* 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.
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* 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.
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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.
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*/
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declare function CreateModelHide(x: number, y: number, z: number, radius: number, model: string | number,
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declare function CreateModelHide(x: number, y: number, z: number, radius: number, model: string | number, surviveMapReload: boolean): void;
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/**
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*
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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.
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* Network players do not see changes done with this.
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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.
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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.
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*/
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declare function CreateModelHideExcludingScriptObjects(x: number, y: number, z: number, radius: number, model: string | number,
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declare function CreateModelHideExcludingScriptObjects(x: number, y: number, z: number, radius: number, model: string | number, surviveMapReload: boolean): void;
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/**
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* Only works with objects!
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@@ -9738,13 +9777,15 @@ declare function FlashWantedDisplay(p0: boolean): void;
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declare function Floor(value: number): number;
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/**
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*
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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.
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* @param enable Whether it should force the cinematic rendering or not.
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*/
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declare function ForceCinematicRenderingThisUpdate(
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declare function ForceCinematicRenderingThisUpdate(enable: boolean): void;
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/**
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*
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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.
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* @param enable Whether it should force the cinematic rendering or not.
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*/
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declare function N_0xa41bcd7213805aac(
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declare function N_0xa41bcd7213805aac(enable: boolean): void;
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/**
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* used with 1,2,8,64,128 in the scripts
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@@ -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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/**
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*
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* 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.
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* Do note this is an expensive function.
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*/
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declare function ForcePedAiAndAnimationUpdate(ped: number,
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declare function ForcePedAiAndAnimationUpdate(ped: number, forceAiPreCameraUpdate: boolean, forceZeroTimestep: boolean): void;
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/**
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*
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* 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.
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* Do note this is an expensive function.
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*/
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declare function N_0x2208438012482a1a(ped: number,
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declare function N_0x2208438012482a1a(ped: number, forceAiPreCameraUpdate: boolean, forceZeroTimestep: boolean): void;
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/**
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* cpp
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@@ -10297,6 +10340,22 @@ declare function GetAnimInitialOffsetPosition(animDict: string, animName: string
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*/
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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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/**
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* GET_ARE_CAMERA_CONTROLS_DISABLED
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* @return Returns `true` if the main player's camera controls are disabled. Also returns `true` if the there is no main player info.
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*/
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declare function GetAreCameraControlsDisabled(): boolean;
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/**
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* GET_ARE_CAMERA_CONTROLS_DISABLED
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* @return Returns `true` if the main player's camera controls are disabled. Also returns `true` if the there is no main player info.
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*/
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declare function IsPlayerCamControlDisabled(): boolean;
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/**
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* GET_ARE_CAMERA_CONTROLS_DISABLED
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* @return Returns `true` if the main player's camera controls are disabled. Also returns `true` if the there is no main player info.
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*/
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declare function N_0x7c814d2fb49f40c0(): boolean;
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/**
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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.
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* ```
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* ```
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*/
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declare function N_0x971d7b15bcdbef99(): number;
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/**
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* 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.
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* ```
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* NativeDB Introduced: v1734
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* ```
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*/
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declare function GetCutsceneEndTime(): number;
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/**
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* Gets the current time of the cutscene.
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/**
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* Gets the total length of the cutscene irrespective of playback list in milliseconds
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* To account for sections, see [`
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* To account for sections, see [`GET_CUTSCENE_END_TIME`](#\_0x971D7B15BCDBEF99)
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* @return Cutscene total length in milliseconds
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*/
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declare function GetCutsceneTotalDuration(): number;
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declare function GetPlayerIndex(): number;
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/**
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*
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*
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*
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* auto addr = getScriptHandleBaseAddress(GET_PLAYER_PED(player));
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* if (addr)
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* {
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* DWORD flag = *(DWORD *)(addr + 0x188);
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* return ((flag & (1 << 8)) != 0) || ((flag & (1 << 9)) != 0);
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* }
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* return false;
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* }
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* ============================================================
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* 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?
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* This native will only return true if a player was made invincible with [`SET_PLAYER_INVINCIBLE`](#\_0x239528EACDC3E7DE).
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* 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.
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* @param player The player index
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* @return A boolean to tell if the player is invincible.
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*/
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declare function GetPlayerInvincible(player: number): boolean;
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@@ -24507,17 +24564,6 @@ declare function IsPlayerBluetoothEnable(player: number): boolean;
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*/
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declare function N_0x65faee425de637b0(player: number): boolean;
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* 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.
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* Note: I am not 100% sure if the native actually checks if the cam control is disabled but it seems promising.
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declare function IsPlayerCamControlDisabled(): boolean;
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/**
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* 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.
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* Note: I am not 100% sure if the native actually checks if the cam control is disabled but it seems promising.
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*/
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declare function N_0x7c814d2fb49f40c0(): boolean;
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/**
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* Returns TRUE if the player ('s ped) is climbing at the moment.
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*/
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*/
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declare function N_0x0077f15613d36993(p0: number, p1: number, p2: number, p3: number): void;
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/**
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* 0x011883F41211432A
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*/
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declare function N_0x011883f41211432a(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, p6: number): void;
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/**
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* 0x015B03EE1C43E6EC
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*/
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@@ -41679,12 +41720,17 @@ declare function RemoveModelFromCreatorBudget(modelHash: string | number): void;
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declare function N_0xf086ad9354fac3a3(modelHash: string | number): void;
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/**
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*
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* @param
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* 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.
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* If lazy is false, all matching objects currently in scope are restored immediately.
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* If lazy is true, objects will only reappear when their map is reloaded.
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* @param x X Coordinate of the sphere center.
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* @param y Y Coordinate of the sphere center.
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* @param z Z Coordinate of the sphere center.
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* @param radius Radius of the sphere.
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* @param model The model hash to make visible again.
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* @param lazy false to apply the change immediately.
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*/
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declare function RemoveModelHide(x: number, y: number, z: number, radius: number, model: string | number,
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declare function RemoveModelHide(x: number, y: number, z: number, radius: number, model: string | number, lazy: boolean): void;
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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
|
|
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
|
|
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
|
-
*
|
|
58714
|
-
*
|
|
58715
|
-
*
|
|
58716
|
-
*
|
|
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,
|
|
58773
|
+
declare function ShakeCam(cam: number, shakeName: string, intensity: number): void;
|
|
58727
58774
|
|
|
58728
58775
|
/**
|
|
58729
|
-
*
|
|
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(
|
|
58780
|
+
declare function ShakeCinematicCam(shakeName: string, intensity: number): void;
|
|
58732
58781
|
|
|
58733
58782
|
/**
|
|
58734
|
-
*
|
|
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
|
-
*
|
|
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
|
-
*
|
|
63575
|
-
*
|
|
63576
|
-
*
|
|
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
|
-
*
|
|
63586
|
-
*
|
|
63587
|
-
*
|
|
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
|
|