@citizenfx/client 2.0.6086-1 → 2.0.6103-1
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 +73 -7
- package/package.json +1 -1
package/natives_universal.d.ts
CHANGED
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@@ -3235,6 +3235,20 @@ declare function CreateCheckpoint(_type: number, posX1: number, posY1: number, p
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declare function CreateCinematicShot(p0: number, p1: number, p2: number, entity: number): void;
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3238
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/**
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3239
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* Creates a volume where water effects do not apply.
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3240
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* Useful for preventing water collisions from flooding areas underneath them.
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3241
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* This has no effect on waterquads, only water created from drawables and collisions.
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3242
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* Don't create volumes when your local ped is swimming (e.g. use IS_PED_SWIMMING in your scripts before you call this)
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* @param xMin The min X component of the AABB volume where water does not affect the player.
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* @param yMin The min Y component for the AABB volume.
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* @param zMin The min Z component for the AABB volume.
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* @param xMax The max X component for the AABB volume.
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* @param yMax The max Y component for the AABB volume.
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* @param zMax The max Z component for the AABB volume.
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*/
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declare function CreateDryVolume(xMin: number, yMin: number, zMin: number, xMax: number, yMax: number, zMax: number): number;
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/**
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* Creates a DUI browser. This can be used to draw on a runtime texture using CREATE_RUNTIME_TEXTURE_FROM_DUI_HANDLE.
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* @param url The initial URL to load in the browser.
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@@ -3631,10 +3645,10 @@ declare function CreateRuntimeTexture(txd: number, txn: string, width: number, h
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declare function CreateRuntimeTextureFromDuiHandle(txd: number, txn: string, duiHandle: string): number;
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/**
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-
* Creates a runtime texture from the specified file in the current resource.
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* Creates a runtime texture from the specified file in the current resource or a base64 data URL.
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* @param txd A handle to the runtime TXD to create the runtime texture in.
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* @param txn The name for the texture in the runtime texture dictionary.
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* @param fileName The file name of an image to load. This should preferably be a PNG, and has to be specified as a `file` in the resource manifest.
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* @param fileName The file name of an image to load or a base64 data URL. This should preferably be a PNG, and has to be specified as a `file` in the resource manifest.
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* @return A runtime texture handle.
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*/
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declare function CreateRuntimeTextureFromImage(txd: number, txn: string, fileName: string): number;
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@@ -10437,6 +10451,18 @@ declare function GetPedDecorationZoneFromHashes(collection: string | number, ove
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*/
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declare function GetTattooZone(collection: string | number, overlay: string | number): number;
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/**
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* Returns a list of decorations applied to a ped.
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* The data returned adheres to the following layout:
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* ```
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* [ [ collectionHash1, overlayHash1 ], ..., [c ollectionHashN, overlayHashN ] ]
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* ```
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* This command will return undefined data if invoked on a remote player ped.
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* @param ped The ped you want to retrieve data for.
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* @return An object containing a list of applied decorations.
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*/
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declare function GetPedDecorations(ped: number): any;
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declare function GetPedDecorationsState(ped: number): number;
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declare function N_0x71eab450d86954a1(ped: number): number;
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@@ -10506,24 +10532,24 @@ 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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/**
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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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@@ -10725,6 +10751,8 @@ declare function GetPedMaxHealth(ped: number): number;
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declare function GetPedMoney(ped: number): number;
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declare function GetPedMovementClipset(ped: number): number;
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/**
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* Console/PC structure definitions and example: pastebin.com/SsFej963
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* For FiveM/Cfx.Re use-cases refer to: [`GET_GAME_POOL`](#\_0x2B9D4F50).
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@@ -12524,11 +12552,42 @@ declare function GetVehicleCustomPrimaryColour(vehicle: number): [number, number
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declare function GetVehicleCustomSecondaryColour(vehicle: number): [number, number, number];
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declare function GetVehicleDashboardBoost(): number;
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declare function GetVehicleDashboardColor(vehicle: number, color?: number): number;
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declare function GetVehicleDashboardColour(vehicle: number, color?: number): number;
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declare function GetVehicleDashboardFuel(): number;
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/**
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* Gets the state of the player vehicle's dashboard lights as a bit set
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* indicator_left = 1
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* indicator_right = 2
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* handbrakeLight = 4
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* engineLight = 8
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* ABSLight = 16
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* gasLight = 32
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* oilLight = 64
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* headlights = 128
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* highBeam = 256
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* batteryLight = 512
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*/
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declare function GetVehicleDashboardLights(): number;
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declare function GetVehicleDashboardOilPressure(): number;
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declare function GetVehicleDashboardOilTemp(): number;
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declare function GetVehicleDashboardRpm(): number;
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declare function GetVehicleDashboardSpeed(vehicle: number): number;
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declare function GetVehicleDashboardTemp(): number;
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declare function GetVehicleDashboardVacuum(): number;
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declare function GetVehicleDashboardWaterTemp(): number;
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/**
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* Returns hash of default vehicle horn
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* Hash is stored in audVehicleAudioEntity
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@@ -26938,6 +26997,13 @@ declare function RemoveDispatchSpawnBlockingArea(p0: number): void;
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*/
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declare function RemoveDoorFromSystem(doorHash: string | number): void;
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/**
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* Removes a dry volume from the game session.
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* See CREATE_DRY_VOLUME for more info
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* @param handle The handle of the dry volume that needs to be removed.
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*/
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declare function RemoveDryVolume(handle: number): void;
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declare function RemoveEntityFromAudioMixGroup(entity: number, p1: number): void;
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declare function N_0x18eb48cfc41f2ea0(entity: number, p1: number): void;
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