@citizenfx/client 2.0.7080-1 → 2.0.7112-1

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.
@@ -42504,9 +42504,20 @@ declare function SetControlNormal(padIndex: number, control: number, amount: num
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  declare function N_0xe8a25867fba3b05e(padIndex: number, control: number, amount: number): boolean;
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  /**
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- * SET_CONVERTIBLE_ROOF
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- */
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- declare function SetConvertibleRoof(vehicle: number, p1: boolean): void;
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+ * This allows for the vehicle's roof to be put on when set to true, and removed when set to false, provided that the vehicle has a version with a roof and a version without a roof.
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+ * #### Vehicles with both roofed and roofless versions (others may exist; this list is compiled from decompiled scripts).
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+ * * chino
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+ * * voltic
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+ * * buccaneer
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+ * * buccaneer2
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+ * * chino2
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+ * * faction
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+ * * faction2
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+ * * mamba
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+ * @param vehicle The vehicle to which the roof state will be applied.
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+ * @param toggle Boolean value where `true` adds the roof and `false` removes it, applicable only if the vehicle has a version with and without a roof.
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+ */
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+ declare function SetConvertibleRoof(vehicle: number, toggle: boolean): void;
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  /**
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  * SET_CONVERTIBLE_ROOF_LATCH_STATE
@@ -42781,6 +42792,19 @@ declare function N_0x4b5cfc83122df602(): void;
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  */
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  declare function SetDisableFragDamage(object: number, toggle: boolean): void;
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+ /**
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+ * Disables wings for `Deluxo` and `Oppressor MK II`. For the Deluxo, it retracts the wings immediately, preventing flight. For the Oppressor Mk II, the wings retract after landing and take-off is not possible, though it can still glide if launched into the air.
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+ * @param vehicle The vehicle to which the toggle will be applied.
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+ * @param toggle Boolean parameter where setting `true` disables the vehicle's wings, preventing flight. Setting it to `false` allows the vehicle to fly as usual.
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+ */
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+ declare function SetDisableHoverModeFlight(vehicle: number, toggle: boolean): void;
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+ /**
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+ * Disables wings for `Deluxo` and `Oppressor MK II`. For the Deluxo, it retracts the wings immediately, preventing flight. For the Oppressor Mk II, the wings retract after landing and take-off is not possible, though it can still glide if launched into the air.
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+ * @param vehicle The vehicle to which the toggle will be applied.
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+ * @param toggle Boolean parameter where setting `true` disables the vehicle's wings, preventing flight. Setting it to `false` allows the vehicle to fly as usual.
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+ */
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+ declare function SetVehicleHoverTransformActive(vehicle: number, toggle: boolean): void;
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+
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  /**
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  * SET_DISABLE_PRETEND_OCCUPANTS
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  */
@@ -44397,6 +44421,19 @@ 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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+ * 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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+ * @param ratio Between 0.0 and 1.0. 0.0 is wings closed, 1.0 is wings open.
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+ */
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+ declare function SetHoverModeWingRatio(vehicle: number, ratio: 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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+ * @param ratio Between 0.0 and 1.0. 0.0 is wings closed, 1.0 is wings open.
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+ */
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+ declare function SetSpecialflightWingRatio(vehicle: number, ratio: number): void;
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+
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  /**
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  * See [SET_SCRIPT_GFX_ALIGN](#\_0xB8A850F20A067EB6) for details about how gfx align works.
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  * @param id The hud component id.
@@ -49083,11 +49120,21 @@ declare function SetRadioTrack(radioStation: string, radioTrack: string): void;
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  declare function SetRadioTrackMix(radioStationName: string, mixName: string, p2: number): void;
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  /**
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- * Enabling this on a radius blip will make it outline only. See https://cdn.discordapp.com/attachments/553235301632573459/575132227935928330/unknown.png
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+ * Enabling this on a radius blip will make it outline only.\
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+ * Please note that this only works on a **radius** blip (i.e. one generated using [`ADD_BLIP_FOR_RADIUS`](#\_0x46818D79B1F7499A)), not a normal blip.
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+ * **Example result:**\
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+ * ![example-image](https://i.imgur.com/hS6ki7p.png)
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+ * @param blip The blip handle
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+ * @param toggle Whether to turn off or on the effect
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  */
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  declare function SetRadiusBlipEdge(blip: number, toggle: boolean): void;
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  /**
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- * Enabling this on a radius blip will make it outline only. See https://cdn.discordapp.com/attachments/553235301632573459/575132227935928330/unknown.png
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+ * Enabling this on a radius blip will make it outline only.\
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+ * Please note that this only works on a **radius** blip (i.e. one generated using [`ADD_BLIP_FOR_RADIUS`](#\_0x46818D79B1F7499A)), not a normal blip.
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+ * **Example result:**\
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+ * ![example-image](https://i.imgur.com/hS6ki7p.png)
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+ * @param blip The blip handle
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+ * @param toggle Whether to turn off or on the effect
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  */
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  declare function N_0x25615540d894b814(blip: number, toggle: boolean): void;
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@@ -49762,9 +49809,89 @@ declare function N_0xb214d570ead7f81a(player: number, p1: number): void;
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  declare function SetSpecialAbilityMultiplier(multiplier: number): void;
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  /**
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- * NativeDB Introduced: v1365
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+ * Allows locking the hover/non-hover mode of a vehicle, such as the flying mode of the `Deluxo`. In the decompiled scripts, this native is used on `oppressor2` but couldn't get it to work on it.
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+ * @param vehicle The vehicle to which the locking state will be applied.
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+ * @param toggle Boolean parameter where setting `false` locks the current state of the vehicle, preventing transitions such as the `Deluxo` or Oppressor switching between their flying and driving modes. Setting it to `true` allows changing the vehicle state as usual.
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  */
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- declare function SetSpecialflightWingRatio(vehicle: number, ratio: number): void;
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+ declare function SetSpecialFlightModeAllowed(vehicle: number, toggle: boolean): void;
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+ /**
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+ * Allows locking the hover/non-hover mode of a vehicle, such as the flying mode of the `Deluxo`. In the decompiled scripts, this native is used on `oppressor2` but couldn't get it to work on it.
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+ * @param vehicle The vehicle to which the locking state will be applied.
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+ * @param toggle Boolean parameter where setting `false` locks the current state of the vehicle, preventing transitions such as the `Deluxo` or Oppressor switching between their flying and driving modes. Setting it to `true` allows changing the vehicle state as usual.
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+ */
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+ declare function N_0xf1211889df15a763(vehicle: number, toggle: boolean): void;
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+ /**
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+ * Allows locking the hover/non-hover mode of a vehicle, such as the flying mode of the `Deluxo`. In the decompiled scripts, this native is used on `oppressor2` but couldn't get it to work on it.
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+ * @param vehicle The vehicle to which the locking state will be applied.
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+ * @param toggle Boolean parameter where setting `false` locks the current state of the vehicle, preventing transitions such as the `Deluxo` or Oppressor switching between their flying and driving modes. Setting it to `true` allows changing the vehicle state as usual.
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+ */
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+ declare function SetVehicleHoverTransformEnabled(vehicle: number, toggle: boolean): void;
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+
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+ /**
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+ * Used alongside [`SET_SPECIAL_FLIGHT_MODE_TARGET_RATIO`](#\_0x438B3D7CA026FE91), this function initiates hover transformation for vehicles with a hover mode, like the `Deluxo`, based on a specified ratio (0.0 to 1.0). Incorrect values can glitch the vehicle. Without pairing, vehicles revert to car mode. Ineffective on the `oppressor2`
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+ * @param vehicle The vehicle to which the ratio will be applied.
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+ * @param ratio A value between 0.0 and 1.0 indicating the target state for the vehicle's hover mode transition. In decompiled scripts, a common usage is 0.75 - GetFrameTime(). Exceeding the maximum can cause the `Deluxo's` wheels to glitch, delaying their return to the initial position.
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+ */
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+ declare function SetSpecialFlightModeRatio(vehicle: number, ratio: number): void;
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+ /**
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+ * Used alongside [`SET_SPECIAL_FLIGHT_MODE_TARGET_RATIO`](#\_0x438B3D7CA026FE91), this function initiates hover transformation for vehicles with a hover mode, like the `Deluxo`, based on a specified ratio (0.0 to 1.0). Incorrect values can glitch the vehicle. Without pairing, vehicles revert to car mode. Ineffective on the `oppressor2`
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+ * @param vehicle The vehicle to which the ratio will be applied.
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+ * @param ratio A value between 0.0 and 1.0 indicating the target state for the vehicle's hover mode transition. In decompiled scripts, a common usage is 0.75 - GetFrameTime(). Exceeding the maximum can cause the `Deluxo's` wheels to glitch, delaying their return to the initial position.
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+ */
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+ declare function SetVehicleHoverTransformRatio(vehicle: number, ratio: number): void;
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+
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+ /**
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+ * According to decompiled scripts this should work with the `deluxo` and `oppressor2` vehicles.
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+ * Does nothing when used on `oppressor2`.
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+ * For the deluxo:
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+ * * Set `state` to `0.0`: Fully transform to a 'road' vehicle (non-hover mode).
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+ * * Set `state` to `1.0`: Fully transform to a 'flying' vehicle (hover mode).
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+ * If you set it to something like 0.5, then something [weird happens](https://streamable.com/p6wmr), you end up in some 50% hover mode, 50% not hover mode.
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+ * This doesn't need to be called every tick, just once and the vehicle will transform to that state at the usual transform speed. It'll just stop transforming when it reaches the state you provided.
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+ * Once this native is used then players will just be able to hit the vehicle transform key to toggle the transformation cycle; it won't block users from using the key.
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+ * @param vehicle The vehicle (a deluxo or oppressor2).
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+ * @param state The transform state (value between 0.0 and 1.0).
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+ */
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+ declare function SetSpecialFlightModeTargetRatio(vehicle: number, state: number): void;
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+ /**
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+ * According to decompiled scripts this should work with the `deluxo` and `oppressor2` vehicles.
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+ * Does nothing when used on `oppressor2`.
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+ * For the deluxo:
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+ * * Set `state` to `0.0`: Fully transform to a 'road' vehicle (non-hover mode).
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+ * * Set `state` to `1.0`: Fully transform to a 'flying' vehicle (hover mode).
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+ * If you set it to something like 0.5, then something [weird happens](https://streamable.com/p6wmr), you end up in some 50% hover mode, 50% not hover mode.
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+ * This doesn't need to be called every tick, just once and the vehicle will transform to that state at the usual transform speed. It'll just stop transforming when it reaches the state you provided.
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+ * Once this native is used then players will just be able to hit the vehicle transform key to toggle the transformation cycle; it won't block users from using the key.
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+ * @param vehicle The vehicle (a deluxo or oppressor2).
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+ * @param state The transform state (value between 0.0 and 1.0).
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+ */
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+ declare function N_0x438b3d7ca026fe91(vehicle: number, state: number): void;
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+ /**
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+ * According to decompiled scripts this should work with the `deluxo` and `oppressor2` vehicles.
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+ * Does nothing when used on `oppressor2`.
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+ * For the deluxo:
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+ * * Set `state` to `0.0`: Fully transform to a 'road' vehicle (non-hover mode).
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+ * * Set `state` to `1.0`: Fully transform to a 'flying' vehicle (hover mode).
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+ * If you set it to something like 0.5, then something [weird happens](https://streamable.com/p6wmr), you end up in some 50% hover mode, 50% not hover mode.
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+ * This doesn't need to be called every tick, just once and the vehicle will transform to that state at the usual transform speed. It'll just stop transforming when it reaches the state you provided.
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+ * Once this native is used then players will just be able to hit the vehicle transform key to toggle the transformation cycle; it won't block users from using the key.
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+ * @param vehicle The vehicle (a deluxo or oppressor2).
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+ * @param state The transform state (value between 0.0 and 1.0).
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+ */
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+ declare function SetVehicleTransformState(vehicle: number, state: number): void;
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+ /**
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+ * According to decompiled scripts this should work with the `deluxo` and `oppressor2` vehicles.
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+ * Does nothing when used on `oppressor2`.
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+ * For the deluxo:
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+ * * Set `state` to `0.0`: Fully transform to a 'road' vehicle (non-hover mode).
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+ * * Set `state` to `1.0`: Fully transform to a 'flying' vehicle (hover mode).
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+ * If you set it to something like 0.5, then something [weird happens](https://streamable.com/p6wmr), you end up in some 50% hover mode, 50% not hover mode.
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+ * This doesn't need to be called every tick, just once and the vehicle will transform to that state at the usual transform speed. It'll just stop transforming when it reaches the state you provided.
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+ * Once this native is used then players will just be able to hit the vehicle transform key to toggle the transformation cycle; it won't block users from using the key.
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+ * @param vehicle The vehicle (a deluxo or oppressor2).
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+ * @param state The transform state (value between 0.0 and 1.0).
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+ */
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+ declare function SetVehicleHoverTransformPercentage(vehicle: number, state: number): void;
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  /**
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  * SET_SRL_TIME
@@ -51444,71 +51571,6 @@ declare function N_0x0350e7e17ba767d0(vehicle: number, value: number): void;
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  */
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  declare function N_0xcda42c4bb9bde779(vehicle: number, value: number): void;
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- /**
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- * NativeDB Introduced: v1290
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- */
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- declare function SetVehicleHoverTransformActive(vehicle: number, toggle: boolean): void;
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-
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- /**
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- * If false, anything related to INPUT_VEH_TRANSFORM are ignored (changing hover state through script natives still possible).
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- * ```
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- * ```
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- * NativeDB Introduced: v1290
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- */
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- declare function SetVehicleHoverTransformEnabled(vehicle: number, toggle: boolean): void;
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- /**
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- * If false, anything related to INPUT_VEH_TRANSFORM are ignored (changing hover state through script natives still possible).
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- * ```
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- * ```
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- * NativeDB Introduced: v1290
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- */
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- declare function N_0xf1211889df15a763(vehicle: number, toggle: boolean): void;
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-
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- /**
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- * According to decompiled scripts this should work with the `deluxo` and `oppressor2` vehicles.
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- * I've only seen this work for `deluxo` though, can't figure out what it's supposed to do on `oppressor2`.
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- * For the deluxo:
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- * * Set `state` to `0.0`: Fully transform to a 'road' vehicle (non-hover mode).
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- * * Set `state` to `1.0`: Fully transform to a 'flying' vehicle (hover mode).
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- * If you set it to something like 0.5, then something [weird happens](https://streamable.com/p6wmr), you end up in some 50% hover mode, 50% not hover mode.
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- * This doesn't need to be called every tick, just once and the vehicle will transform to that state at the usual transform speed. It'll just stop transforming when it reaches the state you provided.
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- * Once this native is used then players will just be able to hit the vehicle transform key to toggle the transformation cycle; it won't block users from using the key.
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- * @param vehicle The vehicle (a deluxo or oppressor2).
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- * @param state The transform state (value between 0.0 and 1.0).
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- */
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- declare function SetVehicleHoverTransformPercentage(vehicle: number, state: number): void;
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- /**
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- * According to decompiled scripts this should work with the `deluxo` and `oppressor2` vehicles.
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- * I've only seen this work for `deluxo` though, can't figure out what it's supposed to do on `oppressor2`.
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- * For the deluxo:
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- * * Set `state` to `0.0`: Fully transform to a 'road' vehicle (non-hover mode).
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- * * Set `state` to `1.0`: Fully transform to a 'flying' vehicle (hover mode).
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- * If you set it to something like 0.5, then something [weird happens](https://streamable.com/p6wmr), you end up in some 50% hover mode, 50% not hover mode.
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- * This doesn't need to be called every tick, just once and the vehicle will transform to that state at the usual transform speed. It'll just stop transforming when it reaches the state you provided.
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- * Once this native is used then players will just be able to hit the vehicle transform key to toggle the transformation cycle; it won't block users from using the key.
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- * @param vehicle The vehicle (a deluxo or oppressor2).
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- * @param state The transform state (value between 0.0 and 1.0).
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- */
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- declare function N_0x438b3d7ca026fe91(vehicle: number, state: number): void;
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- /**
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- * According to decompiled scripts this should work with the `deluxo` and `oppressor2` vehicles.
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- * I've only seen this work for `deluxo` though, can't figure out what it's supposed to do on `oppressor2`.
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- * For the deluxo:
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- * * Set `state` to `0.0`: Fully transform to a 'road' vehicle (non-hover mode).
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- * * Set `state` to `1.0`: Fully transform to a 'flying' vehicle (hover mode).
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- * If you set it to something like 0.5, then something [weird happens](https://streamable.com/p6wmr), you end up in some 50% hover mode, 50% not hover mode.
51500
- * This doesn't need to be called every tick, just once and the vehicle will transform to that state at the usual transform speed. It'll just stop transforming when it reaches the state you provided.
51501
- * Once this native is used then players will just be able to hit the vehicle transform key to toggle the transformation cycle; it won't block users from using the key.
51502
- * @param vehicle The vehicle (a deluxo or oppressor2).
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- * @param state The transform state (value between 0.0 and 1.0).
51504
- */
51505
- declare function SetVehicleTransformState(vehicle: number, state: number): void;
51506
-
51507
- /**
51508
- * NativeDB Introduced: v1290
51509
- */
51510
- declare function SetVehicleHoverTransformRatio(vehicle: number, ratio: number): void;
51511
-
51512
51574
  /**
51513
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  * SET_VEHICLE_INACTIVE_DURING_PLAYBACK
51514
51576
  */
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@citizenfx/client",
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- "version": "2.0.7080-1",
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+ "version": "2.0.7112-1",
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  "description": "Typings for the CitizenFX client JS API.",
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  "main": "index.js",
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  "scripts": {