@citizenfx/client 2.0.7129-1 → 2.0.7138-1
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 +102 -50
- package/package.json +1 -1
package/natives_universal.d.ts
CHANGED
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@@ -11830,8 +11830,15 @@ declare function GetInteriorFromGameplayCam(): number;
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declare function GetInteriorGroupId(interior: number): number;
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/**
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-
* GET_INTERIOR_*
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* NativeDB Introduced: v1493
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* @param interior ID of the interior
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* @return Returns interior heading in radians. Multiply the returned value with 57.29578 (or 180.0 / math.pi) to convert it to degrees.
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*/
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declare function GetInteriorHeading(interior: number): number;
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/**
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* NativeDB Introduced: v1493
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* @param interior ID of the interior
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* @return Returns interior heading in radians. Multiply the returned value with 57.29578 (or 180.0 / math.pi) to convert it to degrees.
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*/
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declare function GetInteriorHeading(interior: number): number;
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@@ -14066,24 +14073,24 @@ 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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@@ -14890,6 +14897,8 @@ declare function N_0x78c0d93253149435(): number;
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/**
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* GET_PLAYER_SWITCH_STATE
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* @return * Returns 5 if the player is in the air (in a state of switch).
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* Returns 12 if the player is either not in the air or if the switch is completed.
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*/
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declare function GetPlayerSwitchState(): number;
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@@ -21864,6 +21873,45 @@ declare function IsPlayerControlOn(player: number): boolean;
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*/
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declare function IsPlayerDead(player: number): boolean;
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/**
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* Violation types:
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* ```
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* enum eViolationType {
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* VT_PAVED_PEDESTRIAN_AREAS = 0,
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* VT_RUNNING_REDS,
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* VT_AGAINST_TRAFFIC
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* };
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* ```
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* Checks if a player is performing a certain type of traffic violation.
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* * Type 0: Checks if the player is driving outside designated road areas pedestrians would walk on (specifically paved sidewalks).
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* * Type 1: Checks if the player is running through reds, takes some time to return true.
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* * Type 2: Checks if the player is driving on the wrong side of the road (against traffic).
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* Used solely in "Al Di Napoli" with type 2 for a voiceline.
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* @param player Player ID
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* @param type A violation type from 0 to 2 (`eViolationType`).
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* @return Whether or not the player is actively performing a certain type of traffic violation.
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*/
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declare function IsPlayerDrivingDangerously(player: number, _type: number): boolean;
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/**
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* Violation types:
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* ```
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* enum eViolationType {
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* VT_PAVED_PEDESTRIAN_AREAS = 0,
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* VT_RUNNING_REDS,
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* VT_AGAINST_TRAFFIC
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* };
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* ```
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* Checks if a player is performing a certain type of traffic violation.
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* * Type 0: Checks if the player is driving outside designated road areas pedestrians would walk on (specifically paved sidewalks).
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* * Type 1: Checks if the player is running through reds, takes some time to return true.
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* * Type 2: Checks if the player is driving on the wrong side of the road (against traffic).
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* Used solely in "Al Di Napoli" with type 2 for a voiceline.
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* @param player Player ID
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* @param type A violation type from 0 to 2 (`eViolationType`).
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* @return Whether or not the player is actively performing a certain type of traffic violation.
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*/
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declare function N_0xf10b44fd479d69f3(player: number, _type: number): boolean;
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/**
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* IS_PLAYER_ENTIRELY_INSIDE_GARAGE
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*/
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@@ -29546,11 +29594,6 @@ declare function N_0xf06a6f41cb445443(p0: number): void;
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*/
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declare function N_0xf083835b70ba9bfe(): void;
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/**
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* Only 1 occurrence. p1 was 2.
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*/
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declare function N_0xf10b44fd479d69f3(player: number, p1: number): boolean;
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-
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/**
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* 0xF11F01D98113536A
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*/
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@@ -42468,13 +42511,20 @@ declare function SetClockDate(day: number, month: number, year: number): void;
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declare function SetClockTime(hour: number, minute: number, second: number): void;
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/**
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*
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* Allows modification of the cloud opacity. It can also be used in other contexts, such as when the player is in a switch state [`IS_PLAYER_SWITCH_IN_PROGRESS`](#\_0xD9D2CFFF49FAB35F).
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* @param opacity The opacity value to set for clouds.
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*/
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declare function
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declare function SetCloudsAlpha(opacity: number): void;
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/**
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*
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* Allows modification of the cloud opacity. It can also be used in other contexts, such as when the player is in a switch state [`IS_PLAYER_SWITCH_IN_PROGRESS`](#\_0xD9D2CFFF49FAB35F).
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* @param opacity The opacity value to set for clouds.
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*/
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declare function N_0xf36199225d6d8c86(opacity: number): void;
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/**
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* Allows modification of the cloud opacity. It can also be used in other contexts, such as when the player is in a switch state [`IS_PLAYER_SWITCH_IN_PROGRESS`](#\_0xD9D2CFFF49FAB35F).
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* @param opacity The opacity value to set for clouds.
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*/
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declare function SetCloudHatOpacity(opacity: number): void;
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/**
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* SET_COLOUR_OF_NEXT_TEXT_COMPONENT
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@@ -55502,42 +55552,6 @@ declare function SwitchCrimeType(player: number, p1: number): void;
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*/
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declare function N_0x9a987297ed8bd838(player: number, p1: number): void;
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/**
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* Use after using \_SWITCH_OUT_PLAYER to swoop the camera back down to the player's ped.
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*/
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declare function SwitchInPlayer(ped: number): void;
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/**
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* Use after using \_SWITCH_OUT_PLAYER to swoop the camera back down to the player's ped.
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*/
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declare function N_0xd8295af639fd9cb8(ped: number): void;
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/**
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* doesn't act normally when used on mount chilliad
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* flags:
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* 0: normal
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* 1: no transition
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* 255: switch IN
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* switchType: 0 - 3
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* 0: 1 step towards ped
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* 1: 3 steps out from ped
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* 2: 1 step out from ped
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* 3: 1 step towards ped
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*/
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declare function SwitchOutPlayer(ped: number, flags: number, switchType: number): void;
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/**
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* doesn't act normally when used on mount chilliad
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* flags:
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* 0: normal
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* 1: no transition
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* 255: switch IN
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* switchType: 0 - 3
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* 0: 1 step towards ped
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* 1: 3 steps out from ped
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* 2: 1 step out from ped
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* 3: 1 step towards ped
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*/
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declare function N_0xaab3200ed59016bc(ped: number, flags: number, switchType: number): void;
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/**
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* Used in carsteal3 script with p0 = "Carsteal4_spycar".
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* S*
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@@ -55560,6 +55574,44 @@ declare function SwitchToInputMappingScheme_2(name: string): boolean;
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*/
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declare function N_0x4683149ed1dde7a1(name: string): boolean;
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/**
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* You can check if the player is in a Switch state with [`IS_PLAYER_SWITCH_IN_PROGRESS`](#\_0xD9D2CFFF49FAB35F).
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* ***Note:** Doesn't act normally when used on Mount Chiliad.*
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* @param ped The Ped (player character) for which the switch is initiated.
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* @param flags Flags control various functionalities: 0 for normal behavior, 1 for no transition, and 255 for Switch IN.
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* @param switchType Specifies the type of switch (0 - 3): 0 for 1 step towards ped, 1 for 3 steps out from ped, 2 for 1 step out from ped, and 3 for 1 step towards ped.
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*/
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declare function SwitchToMultiFirstpart(ped: number, flags: number, switchType: number): void;
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/**
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* You can check if the player is in a Switch state with [`IS_PLAYER_SWITCH_IN_PROGRESS`](#\_0xD9D2CFFF49FAB35F).
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* ***Note:** Doesn't act normally when used on Mount Chiliad.*
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* @param ped The Ped (player character) for which the switch is initiated.
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* @param flags Flags control various functionalities: 0 for normal behavior, 1 for no transition, and 255 for Switch IN.
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* @param switchType Specifies the type of switch (0 - 3): 0 for 1 step towards ped, 1 for 3 steps out from ped, 2 for 1 step out from ped, and 3 for 1 step towards ped.
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*/
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declare function N_0xaab3200ed59016bc(ped: number, flags: number, switchType: number): void;
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/**
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* You can check if the player is in a Switch state with [`IS_PLAYER_SWITCH_IN_PROGRESS`](#\_0xD9D2CFFF49FAB35F).
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* ***Note:** Doesn't act normally when used on Mount Chiliad.*
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* @param ped The Ped (player character) for which the switch is initiated.
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* @param flags Flags control various functionalities: 0 for normal behavior, 1 for no transition, and 255 for Switch IN.
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* @param switchType Specifies the type of switch (0 - 3): 0 for 1 step towards ped, 1 for 3 steps out from ped, 2 for 1 step out from ped, and 3 for 1 step towards ped.
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*/
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declare function SwitchOutPlayer(ped: number, flags: number, switchType: number): void;
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/**
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* After using [`SWITCH_TO_MULTI_FIRSTPART`](#\_0xAAB3200ED59016BC) , use this native to smoothly return the camera to the player's character.
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*/
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declare function SwitchToMultiSecondpart(ped: number): void;
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/**
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* After using [`SWITCH_TO_MULTI_FIRSTPART`](#\_0xAAB3200ED59016BC) , use this native to smoothly return the camera to the player's character.
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*/
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declare function N_0xd8295af639fd9cb8(ped: number): void;
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/**
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* After using [`SWITCH_TO_MULTI_FIRSTPART`](#\_0xAAB3200ED59016BC) , use this native to smoothly return the camera to the player's character.
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*/
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declare function SwitchInPlayer(ped: number): void;
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/**
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* Toggles whether ambient trains can spawn on the specified track or not.
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* | trackId | File | Description |
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