@citizenfx/client 2.0.6243-1 → 2.0.6246-1
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 +24 -23
- package/package.json +1 -1
package/natives_universal.d.ts
CHANGED
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@@ -4104,7 +4104,7 @@ declare function DeleteCheckpoint(checkpoint: number): void;
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declare function DeleteChildRope(ropeId: number): void;
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/**
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* Deletes the specified entity,
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* Deletes the specified entity, and invalidates the passed handle (i.e. in/out argument).
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* @param entity The entity to delete.
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*/
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declare function DeleteEntity(entity: number): void;
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@@ -7806,12 +7806,9 @@ declare function GetDisabledControlUnboundNormal(padIndex: number, control: numb
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declare function N_0x4f8a26a890fd62fb(padIndex: number, control: number): number;
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/**
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* Returns
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*
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*
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* -----------------------------------------------------------------------------------------------------------------------------------------
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* Returns "CARNOTFOUND" if the hash doesn't match a vehicle hash.
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* Using HUD::_GET_LABEL_TEXT, you can get the localized name.
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* Returns the display name/text label (`gameName` in `vehicles.meta`) for the specified vehicle model.
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* @param modelHash A vehicle model to check.
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* @return The display name for the vehicle, or `'CARNOTFOUND'` if invalid.
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*/
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declare function GetDisplayNameFromVehicleModel(modelHash: string | number): string;
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@@ -8188,9 +8185,9 @@ declare function GetEntityMatrix(entity: number): [number[], number[], number[],
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declare function GetEntityMaxHealth(entity: number): number;
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/**
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* Returns the model hash from
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* Returns the model hash from an entity.
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* @param entity The entity to get the model for.
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* @return The model hash
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* @return The model hash of the entity.
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*/
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declare function GetEntityModel(entity: number): number;
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@@ -14174,7 +14171,10 @@ declare function HasForceCleanupOccurred(cleanupFlags: number): boolean;
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declare function HasMinimapOverlayLoaded(id: number): boolean;
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/**
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*
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* Returns whether the specified model (archetype) is currently loaded.
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* Note that this will return 'true' even if the model has been requested and loaded by something other than the current script, if you're intending to actually use the model in a later frame, you should call REQUEST_MODEL anyway.
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* @param model The model hash to check for.
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* @return A boolean indicating whether the archetype is loaded (true) or not (false).
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*/
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declare function HasModelLoaded(model: string | number): boolean;
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@@ -26000,13 +26000,14 @@ declare function PlayerAttachVirtualBound(p0: number, p1: number, p2: number, p3
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declare function PlayerDetachVirtualBound(): void;
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/**
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*
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*
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* Returns the player index for the local player.
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* @return The local player's player index.
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*/
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declare function PlayerId(): number;
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/**
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* Returns
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* Returns the entity handle for the local player ped. Note that this entity handle will change after using commands such as SET_PLAYER_MODEL.
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* @return The local player ped's entity handle.
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*/
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declare function PlayerPedId(): number;
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@@ -27479,7 +27480,8 @@ declare function N_0xa0261aef7acfc51e(model: string | number): void;
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declare function RequestMissionAudioBank(p0: string, p1: boolean): boolean;
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/**
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* Request a model to be loaded
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* Request a model (archetype) to be loaded for use by the current script. Use SET_MODEL_AS_NO_LONGER_NEEDED when done using the model in script.
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* @param model The model to request.
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*/
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declare function RequestModel(model: string | number): void;
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@@ -30159,11 +30161,9 @@ declare function SetEntityAnimCurrentTime(entity: number, animDictionary: string
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declare function SetEntityAnimSpeed(entity: number, animDictionary: string, animName: string, speedMultiplier: number): void;
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/**
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*
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*
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*
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* p2 has no effect when either its on or off
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* maybe a quick disassembly will tell us what it does
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* Assigns an existing entity to be owned by the current script. If the entity was not owned by a script yet, this also means the entity will remain persistent until released.
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* Note that this is not needed right after creating an entity as a script-created entity will automatically be assigned.
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* @param entity An entity handle.
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*/
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declare function SetEntityAsMissionEntity(entity: number, p1: boolean, p2: boolean): void;
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@@ -31433,7 +31433,8 @@ declare function N_0x375a706a5c2fd084(toggle: boolean): void;
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declare function SetMobileRadioEnabledDuringGameplay(toggle: boolean): void;
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/**
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*
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* Releases the script ownership assigned by REQUEST_MODEL. This command should be used when done using a specific model hash in script.
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* @param model The model to release ownership of.
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*/
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declare function SetModelAsNoLongerNeeded(model: string | number): void;
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@@ -34186,10 +34187,10 @@ declare function SetPlayerMeleeWeaponDamageModifier(player: number, modifier: nu
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declare function SetPlayerMeleeWeaponDefenseModifier(player: number, modifier: number): void;
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/**
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* Set the model for a specific Player.
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*
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* Set the model for a specific Player. Note that this will destroy the current Ped for the Player and create a new one, any reference to the old ped will be invalid after calling this.
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* As per usual, make sure to request the model first and wait until it has loaded.
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* @param player The player to set the model for
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* @param model The
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* @param model The model to use
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*/
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declare function SetPlayerModel(player: number, model: string | number): void;
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