@citizenfx/client 2.0.31392-1 → 2.0.31536-1
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 +106 -33
- package/package.json +1 -1
package/natives_universal.d.ts
CHANGED
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@@ -1783,11 +1783,17 @@ declare function AreAllVehicleWindowsIntact(vehicle: number): boolean;
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declare function AreAllVehicleWindowsIntact(vehicle: number): boolean;
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/**
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*
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* Dead peds still count as occupying a seat until the body is removed, so a vehicle full of corpses returns `false`. Peds tasked to enter the vehicle but not yet inserted do not occupy their target seat.
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* For per-seat queries use [IS_VEHICLE_SEAT_FREE](#\_0x22AC59A870E6A669), to find which ped is in a specific seat use [GET_PED_IN_VEHICLE_SEAT](#\_0xBB40BBB9B9A067B).
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* @param vehicle The vehicle handle to check.
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* @return Returns `true` when the vehicle has at least one seat with no ped assigned to it. Vehicles with no seats in their model (trailers, prop carriages) or an invalid entity will return `false`.
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*/
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declare function AreAnyVehicleSeatsFree(vehicle: number): boolean;
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/**
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*
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* Dead peds still count as occupying a seat until the body is removed, so a vehicle full of corpses returns `false`. Peds tasked to enter the vehicle but not yet inserted do not occupy their target seat.
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* For per-seat queries use [IS_VEHICLE_SEAT_FREE](#\_0x22AC59A870E6A669), to find which ped is in a specific seat use [GET_PED_IN_VEHICLE_SEAT](#\_0xBB40BBB9B9A067B).
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* @param vehicle The vehicle handle to check.
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* @return Returns `true` when the vehicle has at least one seat with no ped assigned to it. Vehicles with no seats in their model (trailers, prop carriages) or an invalid entity will return `false`.
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*/
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declare function IsAnyVehicleSeatEmpty(vehicle: number): boolean;
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@@ -6523,7 +6529,11 @@ declare function DisableVehicleTurretMovementThisFrame(vehicle: number): void;
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declare function N_0x32caedf24a583345(vehicle: number): void;
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/**
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*
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* Disables or enables a specific weapon on a vehicle for a designated ped.
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* @param disabled A boolean indicating whether to disable (`true`) or enable (`false`) the weapon.
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* @param weaponHash The specific hash of the vehicle weapon (e.g., `GetHashKey("VEHICLE_WEAPON_TANK")`).
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* @param vehicle The vehicle entity handle.
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* @param owner The ped entity for whom the weapon is disabled. This acts as a ped-specific lock; the ped does not need to be inside the vehicle or in a specific seat when this native is called.
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*/
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declare function DisableVehicleWeapon(disabled: boolean, weaponHash: string | number, vehicle: number, owner: number): void;
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@@ -6899,11 +6909,13 @@ declare function DoesPickupOfTypeExistInArea(pickupHash: string | number, x: num
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declare function IsPickupWithinRadius(pickupHash: string | number, x: number, y: number, z: number, radius: number): boolean;
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/**
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*
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* Checks if the vehicle the local player is currently in has a radio.
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* @return Returns `true` if the player's current vehicle has a radio. Returns `false` if it does not, or if the player is not in any vehicle.
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*/
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declare function DoesPlayerVehHaveRadio(): boolean;
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/**
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*
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* Checks if the vehicle the local player is currently in has a radio.
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* @return Returns `true` if the player's current vehicle has a radio. Returns `false` if it does not, or if the player is not in any vehicle.
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*/
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declare function N_0x109697e2ffbac8a1(): boolean;
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@@ -15765,24 +15777,24 @@ declare function GetPedEventData(ped: number, eventType: number, outData?: numbe
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declare function GetPedExtractedDisplacement(ped: number, worldSpace: boolean): number[];
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/**
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* A getter for [
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* A getter for [`_SET_PED_EYE_COLOR`](#\_0x50B56988B170AFDF).
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* @param ped The target ped
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* @return Returns ped's eye colour, or -1 if fails to get.
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*/
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declare function GetPedEyeColor(ped: number): number;
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/**
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* A getter for [`_SET_PED_EYE_COLOR`](#\_0x50B56988B170AFDF).
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* @param ped The target ped
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* @return Returns ped's eye colour, or -1 if fails to get.
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*/
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declare function
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declare function N_0x76bba2cee66d47e9(ped: number): number;
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/**
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* A getter for [
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* A getter for [\_SET_PED_EYE_COLOR](#\_0x50B56988B170AFDF). Returns -1 if fails to get.
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* @param ped The target ped
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* @return Returns ped's eye colour, or -1 if fails to get.
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*/
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declare function
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declare function GetPedEyeColor(ped: number): number;
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/**
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* A getter for [\_SET_PED_FACE_FEATURE](#\_0x71A5C1DBA060049E). Returns 0.0 if fails to get.
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@@ -24360,6 +24372,21 @@ declare function IsPedShaderEffectValid(ped: number): boolean;
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*/
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declare function N_0x81aa517fbba05d39(ped: number): boolean;
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/**
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* Returns whether the specified ped is currently sheltered.
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* A ped is considered sheltered if they are under a **roof**, a **bridge**, inside a **tunnel**, or within a **vehicle with a solid roof**, meaning they are not directly exposed to the open sky.
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* @param ped The ped entity to check.
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* @return Returns `true` if the ped is sheltered, `false` otherwise.
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*/
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declare function IsPedSheltered(ped: number): boolean;
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/**
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* Returns whether the specified ped is currently sheltered.
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* A ped is considered sheltered if they are under a **roof**, a **bridge**, inside a **tunnel**, or within a **vehicle with a solid roof**, meaning they are not directly exposed to the open sky.
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* @param ped The ped entity to check.
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* @return Returns `true` if the ped is sheltered, `false` otherwise.
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*/
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declare function N_0xb8b52e498014f5b0(ped: number): boolean;
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/**
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* Returns whether the specified ped is shooting.
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*/
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@@ -25870,15 +25897,24 @@ declare function IsVehicleSearchlightOn(vehicle: number): boolean;
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declare function IsVehicleSeatFree(vehicle: number, seatIndex: number): boolean;
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/**
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*
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* Checks if the siren audio is currently playing on the given vehicle.
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* This only checks the sound not the lights. A vehicle can have its siren lights active while the audio is silent, for example when [`SET_VEHICLE_HAS_MUTED_SIRENS`](#\_0xD8050E0EB60CF274) has been used to suppress the sound.
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* @param vehicle The vehicle to check.
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* @return Returns `true` if the siren audio is currently playing, `false` if it is silent or the vehicle does not have a siren.
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*/
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declare function IsVehicleSirenAudioOn(vehicle: number): boolean;
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/**
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*
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* Checks if the siren audio is currently playing on the given vehicle.
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* This only checks the sound not the lights. A vehicle can have its siren lights active while the audio is silent, for example when [`SET_VEHICLE_HAS_MUTED_SIRENS`](#\_0xD8050E0EB60CF274) has been used to suppress the sound.
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* @param vehicle The vehicle to check.
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* @return Returns `true` if the siren audio is currently playing, `false` if it is silent or the vehicle does not have a siren.
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*/
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declare function N_0xb5cc40fbcb586380(vehicle: number): boolean;
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/**
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*
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* Checks if the siren audio is currently playing on the given vehicle.
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* This only checks the sound not the lights. A vehicle can have its siren lights active while the audio is silent, for example when [`SET_VEHICLE_HAS_MUTED_SIRENS`](#\_0xD8050E0EB60CF274) has been used to suppress the sound.
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* @param vehicle The vehicle to check.
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* @return Returns `true` if the siren audio is currently playing, `false` if it is silent or the vehicle does not have a siren.
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*/
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declare function IsVehicleSirenSoundOn(vehicle: number): boolean;
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@@ -26592,13 +26628,21 @@ declare function MakePedReload(ped: number): boolean;
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declare function MarkObjectForDeletion(object: number): void;
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/**
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* Modifies a vehicle's top speed.
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* This is the native you have to call when trying to apply handling changes related to `fInitialDriveForce` and `fInitialDriveMaxFlatVel` via the [`SET_VEHICLE_HANDLING_FLOAT`](#\_0x488C86D2) native, otherwise your changes won't apply.
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* Calling this native will initiate transmission setup for the given vehicle so any transmission related changes apply, it will also update the drag coefficient on the vehicle based on the percentage change.
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* @param vehicle The vehicle handle.
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* @param percentChange A percentage from 0 to 100, it can go past 100.
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*/
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declare function ModifyVehicleTopSpeed(vehicle: number,
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declare function ModifyVehicleTopSpeed(vehicle: number, percentChange: number): void;
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/**
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* Modifies a vehicle's top speed.
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* This is the native you have to call when trying to apply handling changes related to `fInitialDriveForce` and `fInitialDriveMaxFlatVel` via the [`SET_VEHICLE_HANDLING_FLOAT`](#\_0x488C86D2) native, otherwise your changes won't apply.
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* Calling this native will initiate transmission setup for the given vehicle so any transmission related changes apply, it will also update the drag coefficient on the vehicle based on the percentage change.
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* @param vehicle The vehicle handle.
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* @param percentChange A percentage from 0 to 100, it can go past 100.
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*/
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declare function SetVehicleEnginePowerMultiplier(vehicle: number,
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declare function SetVehicleEnginePowerMultiplier(vehicle: number, percentChange: number): void;
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/**
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* Sets the water height for a given position and radius.
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@@ -29543,11 +29587,6 @@ declare function N_0x7d36291161859389(p0: number): void;
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*/
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declare function N_0x7d395ea61622e116(p0: boolean): void;
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/**
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* SET_VEHICLE_AL*
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*/
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declare function N_0x7d6f9a3ef26136a0(vehicle: number, toggle: boolean, p2: boolean): void;
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/**
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* 0x7D8BA05688AD64C7
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*/
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@@ -30240,11 +30279,6 @@ declare function N_0x9d252648778160df(p0: number): number;
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*/
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declare function N_0x9d30687c57baa0bb(p0: number): void;
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/**
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* SET_H*
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*/
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declare function N_0x9d3af56e94c9ae98(vehicle: number, p1: number): void;
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/**
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* NativeDB Introduced: v2189
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*/
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@@ -30908,11 +30942,6 @@ declare function N_0xb7c6d80fb371659a(): void;
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*/
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declare function N_0xb885852c39cc265d(): void;
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/**
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* 0xB8B52E498014F5B0
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*/
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declare function N_0xb8b52e498014f5b0(ped: number): boolean;
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/**
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* NativeDB Introduced: v2060
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*/
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@@ -48492,6 +48521,25 @@ declare function SetHighFallTask(ped: number, duration: number, p2: number, p3:
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*/
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declare function SetHornEnabled(vehicle: number, toggle: boolean): void;
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/**
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* Sounds the vehicle's horn for a specified duration. The behavior of this native changes significantly depending on the occupancy of the driver's seat:
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* * **Empty Driver Seat:** The horn will sound continuously for the entire duration specified in the `time` parameter.
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* * **Occupied Driver Seat:** The `time` parameter is entirely ignored. The horn will only sound very briefly, simulating a quick tap of the horn button.
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* * **Interruption:** If a ped enters the driver seat while the horn is actively sounding (triggered by this native), the horn will stop immediately.
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* @param vehicle The target vehicle.
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* @param time The duration for the horn to sound, in milliseconds.
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*/
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declare function SetHornPermanentlyOnTime(vehicle: number, time: number): void;
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/**
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* Sounds the vehicle's horn for a specified duration. The behavior of this native changes significantly depending on the occupancy of the driver's seat:
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* * **Empty Driver Seat:** The horn will sound continuously for the entire duration specified in the `time` parameter.
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* * **Occupied Driver Seat:** The `time` parameter is entirely ignored. The horn will only sound very briefly, simulating a quick tap of the horn button.
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* * **Interruption:** If a ped enters the driver seat while the horn is actively sounding (triggered by this native), the horn will stop immediately.
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* @param vehicle The target vehicle.
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* @param time The duration for the horn to sound, in milliseconds.
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*/
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declare function N_0x9d3af56e94c9ae98(vehicle: number, time: number): void;
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/**
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* This native allows opening or closing the wings of the Deluxo/Oppressor. For the Deluxo, wing deployment depends on sufficient altitude.
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* @param vehicle The vehicle to which the ratio will be applied.
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@@ -55962,6 +56010,23 @@ declare function SetVehicleAlarm(vehicle: number, state: boolean): void;
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*/
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declare function SetVehicleAlarmTimeLeft(vehicle: number, time: number): void;
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/**
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* Sets whether homing missiles can lock onto the specified vehicle.
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* When set to `false`, players using a Homing Launcher or vehicles with homing missiles will not be able to lock onto the target vehicle.
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* @param vehicle The target vehicle.
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* @param toggle `true` to allow homing missile lock-on, `false` to disable it.
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* @param p2 Unknown parameter, typically `false`.
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*/
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declare function SetVehicleAllowHomingMissleLockon(vehicle: number, toggle: boolean, p2: boolean): void;
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/**
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* Sets whether homing missiles can lock onto the specified vehicle.
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* When set to `false`, players using a Homing Launcher or vehicles with homing missiles will not be able to lock onto the target vehicle.
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* @param vehicle The target vehicle.
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* @param toggle `true` to allow homing missile lock-on, `false` to disable it.
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* @param p2 Unknown parameter, typically `false`.
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*/
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declare function N_0x7d6f9a3ef26136a0(vehicle: number, toggle: boolean, p2: boolean): void;
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/**
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* Makes the vehicle accept no passengers.
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*/
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@@ -57666,7 +57731,15 @@ declare function SetVehicleTyreSmokeColor(vehicle: number, r: number, g: number,
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declare function SetVehicleTyresCanBurst(vehicle: number, toggle: boolean): void;
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/**
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*
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* Marks a vehicle as undriveable. While this is set, the engine cannot be started by anyone. Peds can still open the door, sit in the driver seat and close the door and try to start the car, but it will only turn over.
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* When set to `true`, the engine is forced off instantly even if it was running. A moving vehicle will coast, brakes and steering still respond.
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+
* Toggling this to `false` will not restart the engine. The driver must start it again, or you must call [SET_VEHICLE_ENGINE_ON](#\_0x2497C4717C8B881E).
|
|
57737
|
+
* The state is local to each client and is not synced via the network. Every client that has the vehicle in scope needs to apply it.
|
|
57738
|
+
* This flag persists across damage and repair; [SET_VEHICLE_FIXED](#\_0x115722B1B9C14C1C) does not clear it. If you set it, you are expected to clear it.
|
|
57739
|
+
* Pair with [SET_VEHICLE_DOORS_LOCKED](#\_0xB664292EAECF7FA6) to keep peds out entirely.
|
|
57740
|
+
* Bicycles accept the flag but have no engine to shut off, so the call has no meaningful effect on them.
|
|
57741
|
+
* @param vehicle The vehicle to modify.
|
|
57742
|
+
* @param toggle `true` to mark the vehicle as undriveable and immediately shut the engine off, `false` allows the vehicle to be driven again.
|
|
57670
57743
|
*/
|
|
57671
57744
|
declare function SetVehicleUndriveable(vehicle: number, toggle: boolean): void;
|
|
57672
57745
|
|