@citizenfx/client 2.0.7448-1 → 2.0.7474-1

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.
@@ -1504,13 +1504,37 @@ declare function ApplyPedBloodDamageByZone(ped: number, p1: number, p2: number,
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  declare function N_0x816f6981c60bf53b(ped: number, p1: number, p2: number, p3: number, p4: number): void;
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  /**
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- * APPLY_PED_BLOOD_SPECIFIC
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+ * Applies blood damage to a ped with specific parameters for zone, UV offsets, rotation, scale, and initial aging.
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+ * ```
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+ * NativeDB Introduced: v323
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+ * ```
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+ * @param ped The Ped to which blood damage is applied.
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+ * @param component Specific component or body part.
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+ * @param u UV texture coordinates for placing the decal in the specified zone.
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+ * @param v UV texture coordinates for placing the decal in the specified zone.
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+ * @param rotation Angle in degrees for the rotation of the blood decal.
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+ * @param scale Scale factor for the damage, ranging from 0.0 to 1.0.
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+ * @param forcedFrame Allows a specific frame of damage to be chosen (-1 for random selection).
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+ * @param preAge Number of seconds to pre-age the damage for an "old wound" effect (0.0 for fresh wound).
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+ * @param bloodName Name of the blood type, matching an entry in peddamage.xml.
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  */
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- declare function ApplyPedBloodSpecific(ped: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8?: number): number;
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+ declare function ApplyPedBloodSpecific(ped: number, component: number, u: number, v: number, rotation: number, scale: number, forcedFrame: number, preAge: number, bloodName: string): void;
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  /**
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- * APPLY_PED_BLOOD_SPECIFIC
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+ * Applies blood damage to a ped with specific parameters for zone, UV offsets, rotation, scale, and initial aging.
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+ * ```
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+ * NativeDB Introduced: v323
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+ * ```
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+ * @param ped The Ped to which blood damage is applied.
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+ * @param component Specific component or body part.
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+ * @param u UV texture coordinates for placing the decal in the specified zone.
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+ * @param v UV texture coordinates for placing the decal in the specified zone.
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+ * @param rotation Angle in degrees for the rotation of the blood decal.
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+ * @param scale Scale factor for the damage, ranging from 0.0 to 1.0.
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+ * @param forcedFrame Allows a specific frame of damage to be chosen (-1 for random selection).
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+ * @param preAge Number of seconds to pre-age the damage for an "old wound" effect (0.0 for fresh wound).
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+ * @param bloodName Name of the blood type, matching an entry in peddamage.xml.
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  */
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- declare function N_0xef0d582cbf2d9b0f(ped: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8?: number): number;
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+ declare function N_0xef0d582cbf2d9b0f(ped: number, component: number, u: number, v: number, rotation: number, scale: number, forcedFrame: number, preAge: number, bloodName: string): void;
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  /**
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  * enum eDamageZone
@@ -3948,6 +3972,17 @@ declare function ClearVehicleCustomPrimaryColour(vehicle: number): void;
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  */
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  declare function ClearVehicleCustomSecondaryColour(vehicle: number): void;
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+ /**
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+ * Removes the cargen area of interest and resumes normal cargen spawning.
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+ * You can set the area of interest with [`SET_VEHICLE_GENERATOR_AREA_OF_INTEREST`](#\_0x9A75585FB2E54FAD)
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+ */
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+ declare function ClearVehicleGeneratorAreaOfInterest(): void;
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+ /**
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+ * Removes the cargen area of interest and resumes normal cargen spawning.
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+ * You can set the area of interest with [`SET_VEHICLE_GENERATOR_AREA_OF_INTEREST`](#\_0x9A75585FB2E54FAD)
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+ */
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+ declare function N_0x0a436b8643716d14(): void;
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+
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  /**
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  * _CLEAR_VEHICLE_PHONE_EXPLOSIVE_DEVICE
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  */
@@ -14273,24 +14308,24 @@ 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 [\_SET_PED_EYE_COLOR](#\_0x50B56988B170AFDF). Returns -1 if fails to get.
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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 GetPedEyeColor(ped: number): number;
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+ declare function N_0x76bba2cee66d47e9(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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+ * 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 N_0x76bba2cee66d47e9(ped: number): number;
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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.
@@ -24335,11 +24370,6 @@ declare function N_0x0811381ef5062fec(p0: number): void;
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  */
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  declare function N_0x08e8eeadfd0dc4a0(amount: number): boolean;
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- /**
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- * CLEAR_VEHICLE_*
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- */
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- declare function N_0x0a436b8643716d14(): void;
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-
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  /**
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  * 0x0A9C7F36E5D7B683
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  */
@@ -27818,13 +27848,6 @@ declare function N_0x99cad8e7afdb60fa(vehicle: number, p1: number, p2: number):
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  */
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  declare function N_0x9a62ec95ae10e011(): number;
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- /**
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- * Related to car generators & CPlayerSwitchMgrLong
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- * SET_VEHICLE_*
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- * SET_VEHICLE_GENERATORS_EXPECTED_GAMEPLAY_PT ?
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- */
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- declare function N_0x9a75585fb2e54fad(x: number, y: number, z: number, radius: number): void;
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-
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  /**
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  * 0x9A77DFD295E29B09
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  */
@@ -51876,6 +51899,25 @@ declare function SetVehicleGeneratesEngineShockingEvents(vehicle: number, toggle
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  */
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  declare function N_0x279d50de5652d935(vehicle: number, toggle: boolean): void;
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+ /**
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+ * Specifies an area of interest where cargens will focus on spawning vehicles
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+ * You can clear the area of interest with [`CLEAR_VEHICLE_GENERATOR_AREA_OF_INTEREST`](#\_0x0A436B8643716D14)
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+ * @param x The X coordinate of the central point of the area of interest.
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+ * @param y The Y coordinate of the central point of the area of interest.
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+ * @param z The Z coordinate of the central point of the area of interest.
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+ * @param radius The radius around the central point, defining the size of the area of interest
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+ */
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+ declare function SetVehicleGeneratorAreaOfInterest(x: number, y: number, z: number, radius: number): void;
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+ /**
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+ * Specifies an area of interest where cargens will focus on spawning vehicles
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+ * You can clear the area of interest with [`CLEAR_VEHICLE_GENERATOR_AREA_OF_INTEREST`](#\_0x0A436B8643716D14)
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+ * @param x The X coordinate of the central point of the area of interest.
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+ * @param y The Y coordinate of the central point of the area of interest.
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+ * @param z The Z coordinate of the central point of the area of interest.
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+ * @param radius The radius around the central point, defining the size of the area of interest
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+ */
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+ declare function N_0x9a75585fb2e54fad(x: number, y: number, z: number, radius: number): void;
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+
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  /**
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  * SET_VEHICLE_GRAVITY
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  */
@@ -52089,13 +52131,23 @@ declare function SetVehicleIsStolen(vehicle: number, isStolen: boolean): void;
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  declare function SetVehicleIsWanted(vehicle: number, state: boolean): void;
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  /**
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- * _SET_VEHICLE_JET_ENGINE_ON
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+ * Calling this native will keep a vehicle's engine running after exiting.
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+ * @param vehicle The vehicle handle.
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+ * @param toggle `true` to keep the engine on, otherwise `false`.
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  */
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- declare function SetVehicleJetEngineOn(vehicle: number, toggle: boolean): void;
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+ declare function SetVehicleKeepEngineOnWhenAbandoned(vehicle: number, toggle: boolean): void;
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  /**
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- * _SET_VEHICLE_JET_ENGINE_ON
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+ * Calling this native will keep a vehicle's engine running after exiting.
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+ * @param vehicle The vehicle handle.
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+ * @param toggle `true` to keep the engine on, otherwise `false`.
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  */
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  declare function N_0xb8fbc8b1330ca9b4(vehicle: number, toggle: boolean): void;
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+ /**
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+ * Calling this native will keep a vehicle's engine running after exiting.
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+ * @param vehicle The vehicle handle.
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+ * @param toggle `true` to keep the engine on, otherwise `false`.
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+ */
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+ declare function SetVehicleJetEngineOn(vehicle: number, toggle: boolean): void;
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  /**
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  * SET_VEHICLE_KERS_ALLOWED
@@ -55893,6 +55945,28 @@ declare function StringToInt(_string: string, outInteger?: number): [boolean, nu
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  */
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  declare function SuppressAgitationEventsNextFrame(): void;
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+ /**
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+ * Suppresses a crime for a given player for this frame only.
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+ * **Note:** This native needs to be executed inside a thread if a crime is meant to be suppressed for a given amount of time.
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+ * @param player The player we are suppressing the crime for.
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+ * @param crimeType The crime to suppress, see [`REPORT_CRIME`](#\_0xE9B09589827545E7) for available types.
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+ */
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+ declare function SuppressCrimeThisFrame(player: number, crimeType: number): void;
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+ /**
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+ * Suppresses a crime for a given player for this frame only.
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+ * **Note:** This native needs to be executed inside a thread if a crime is meant to be suppressed for a given amount of time.
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+ * @param player The player we are suppressing the crime for.
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+ * @param crimeType The crime to suppress, see [`REPORT_CRIME`](#\_0xE9B09589827545E7) for available types.
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+ */
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+ declare function N_0x9a987297ed8bd838(player: number, crimeType: number): void;
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+ /**
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+ * Suppresses a crime for a given player for this frame only.
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+ * **Note:** This native needs to be executed inside a thread if a crime is meant to be suppressed for a given amount of time.
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+ * @param player The player we are suppressing the crime for.
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+ * @param crimeType The crime to suppress, see [`REPORT_CRIME`](#\_0xE9B09589827545E7) for available types.
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+ */
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+ declare function SwitchCrimeType(player: number, crimeType: number): void;
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+
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  /**
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  * SUPPRESS_FRONTEND_RENDERING_THIS_FRAME
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  */
@@ -55912,21 +55986,6 @@ declare function SuppressShockingEventTypeNextFrame(eventType: number): void;
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  */
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  declare function SuppressShockingEventsNextFrame(): void;
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- /**
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- * This was previously named as "RESERVE_ENTITY_EXPLODES_ON_HIGH_EXPLOSION_COMBO"
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- * which is obviously incorrect.
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- * Seems to only appear in scripts used in Singleplayer. p1 ranges from 2 - 46.
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- * I assume this switches the crime type
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- */
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- declare function SwitchCrimeType(player: number, p1: number): void;
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- /**
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- * This was previously named as "RESERVE_ENTITY_EXPLODES_ON_HIGH_EXPLOSION_COMBO"
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- * which is obviously incorrect.
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- * Seems to only appear in scripts used in Singleplayer. p1 ranges from 2 - 46.
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- * I assume this switches the crime type
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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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  /**
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  * Used in carsteal3 script with p0 = "Carsteal4_spycar".
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  * S*
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@citizenfx/client",
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- "version": "2.0.7448-1",
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+ "version": "2.0.7474-1",
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  "description": "Typings for the CitizenFX client JS API.",
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  "main": "index.js",
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  "scripts": {