@citizenfx/client 2.0.7549-1 → 2.0.7568-1

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Files changed (2) hide show
  1. package/natives_universal.d.ts +597 -186
  2. package/package.json +1 -1
@@ -5067,13 +5067,21 @@ declare function CreateTrackedPoint(): number;
5067
5067
  declare function CreateVehicle(modelHash: string | number, x: number, y: number, z: number, heading: number, isNetwork: boolean, netMissionEntity: boolean): number;
5068
5068
 
5069
5069
  /**
5070
- * Now has 8 params.
5070
+ * Create a weapon object that cannot be attached to a ped. If you want to create a weapon object that can be attached to a ped, use [`CREATE_OBJECT`](#\_0x509D5878EB39E842) instead.
5071
5071
  * ```
5072
+ * NativeDB Added Parameter 9: BOOL bRegisterAsNetworkObject
5073
+ * NativeDB Added Parameter 10: BOOL bScriptHostObject
5072
5074
  * ```
5073
- * NativeDB Added Parameter 9: Any p8
5074
- * NativeDB Added Parameter 10: Any p9
5075
+ * @param weaponHash The hash of the weapon to create.
5076
+ * @param ammoCount The amount of ammo for the weapon.
5077
+ * @param x X coordinate for the weapon's position.
5078
+ * @param y Y coordinate for the weapon's position.
5079
+ * @param z Z coordinate for the weapon's position.
5080
+ * @param bCreateDefaultComponents Boolean that indicates whether the default components should be created for that weapon (`true`/`false`).
5081
+ * @param scale The size of the object, to increase it, set the scale to a value greater than `1.0`.
5082
+ * @param customModelHash The hash of the custom model to use for the weapon object. Set to `0` if you do not intend to use a custom model hash.
5075
5083
  */
5076
- declare function CreateWeaponObject(weaponHash: string | number, ammoCount: number, x: number, y: number, z: number, showWorldModel: boolean, scale: number, p7: number): number;
5084
+ declare function CreateWeaponObject(weaponHash: string | number, ammoCount: number, x: number, y: number, z: number, bCreateDefaultComponents: boolean, scale: number, customModelHash: number): number;
5077
5085
 
5078
5086
  /**
5079
5087
  * some camera effect that is used in the drunk-cheat, and turned off (by setting it to 0.0) along with the shaking effects once the drunk cheat is disabled.
@@ -6234,19 +6242,12 @@ declare function DisplayAreaName(toggle: boolean): void;
6234
6242
  declare function DisplayCash(display: boolean): void;
6235
6243
 
6236
6244
  /**
6237
- * The messages are localized strings.
6238
- * Examples:
6239
- * "No_bus_money"
6240
- * "Enter_bus"
6241
- * "Tour_help"
6242
- * "LETTERS_HELP2"
6243
- * "Dummy"
6244
- * **The bool appears to always be false (if it even is a bool, as it's represented by a zero)**
6245
- * --------
6246
- * p1 doesn't seem to make a difference, regardless of the state it's in.
6247
- * picture of where on the screen this is displayed?
6245
+ * Shows a help message for one frame.
6246
+ * Do note that this message doesn't get added to the Pause Menu info section.
6247
+ * @param pTextLabel Text label for this message.
6248
+ * @param bCurvedWindow Unused parameter.
6248
6249
  */
6249
- declare function DisplayHelpTextThisFrame(message: string, p1: boolean): void;
6250
+ declare function DisplayHelpTextThisFrame(pTextLabel: string, bCurvedWindow: boolean): void;
6250
6251
 
6251
6252
  /**
6252
6253
  * If Hud should be displayed
@@ -9557,7 +9558,7 @@ declare function FreeMemoryForMissionCreatorPhoto(): void;
9557
9558
  declare function N_0x0a46af8a78dc5e0a(): void;
9558
9559
 
9559
9560
  /**
9560
- * Freezes or unfreezes an entity preventing its coordinates to change by the player if set to `true`. You can still change the entity position using SET_ENTITY_COORDS.
9561
+ * Freezes or unfreezes an entity preventing its coordinates to change by the player if set to `true`. You can still change the entity position using [`SET_ENTITY_COORDS`](#\_0x06843DA7060A026B).
9561
9562
  * @param entity The entity to freeze/unfreeze.
9562
9563
  * @param toggle Freeze or unfreeze entity.
9563
9564
  */
@@ -11828,18 +11829,94 @@ declare function GetGpsWaypointRouteEnd(p1: boolean, p2: number, p3: number): [b
11828
11829
  declare function N_0xf3162836c28f9da5(p1: boolean, p2: number, p3: number): [boolean, number[]];
11829
11830
 
11830
11831
  /**
11831
- * GET_GROUND_Z_AND_NORMAL_FOR_3D_COORD
11832
+ * Attempts to identify the highest ground Z-coordinate and determine the corresponding surface normal directly beneath a specified 3D coordinate.
11833
+ * ```
11834
+ * NativeDB Introduced: v323
11835
+ * ```
11836
+ * @param x X-coordinate of the point to check.
11837
+ * @param y Y-coordinate of the point to check.
11838
+ * @param z Z-coordinate of the point to check.
11839
+ * @param groundZ A pointer to a float where the ground Z-coordinate will be stored if found.
11840
+ * @param normal A pointer to a Vector3 structure where the surface normal at the ground point will be stored.
11841
+ * @return Returns `true` if ground is found below the given coordinates and the surface normal could be determined, otherwise `false`.
11832
11842
  */
11833
11843
  declare function GetGroundZAndNormalFor_3dCoord(x: number, y: number, z: number): [boolean, number, number[]];
11834
11844
  /**
11835
- * GET_GROUND_Z_AND_NORMAL_FOR_3D_COORD
11845
+ * Attempts to identify the highest ground Z-coordinate and determine the corresponding surface normal directly beneath a specified 3D coordinate.
11846
+ * ```
11847
+ * NativeDB Introduced: v323
11848
+ * ```
11849
+ * @param x X-coordinate of the point to check.
11850
+ * @param y Y-coordinate of the point to check.
11851
+ * @param z Z-coordinate of the point to check.
11852
+ * @param groundZ A pointer to a float where the ground Z-coordinate will be stored if found.
11853
+ * @param normal A pointer to a Vector3 structure where the surface normal at the ground point will be stored.
11854
+ * @return Returns `true` if ground is found below the given coordinates and the surface normal could be determined, otherwise `false`.
11836
11855
  */
11837
11856
  declare function N_0x8bdc7bfc57a81e76(x: number, y: number, z: number): [boolean, number, number[]];
11838
11857
  /**
11839
- * GET_GROUND_Z_AND_NORMAL_FOR_3D_COORD
11858
+ * Attempts to identify the highest ground Z-coordinate and determine the corresponding surface normal directly beneath a specified 3D coordinate.
11859
+ * ```
11860
+ * NativeDB Introduced: v323
11861
+ * ```
11862
+ * @param x X-coordinate of the point to check.
11863
+ * @param y Y-coordinate of the point to check.
11864
+ * @param z Z-coordinate of the point to check.
11865
+ * @param groundZ A pointer to a float where the ground Z-coordinate will be stored if found.
11866
+ * @param normal A pointer to a Vector3 structure where the surface normal at the ground point will be stored.
11867
+ * @return Returns `true` if ground is found below the given coordinates and the surface normal could be determined, otherwise `false`.
11840
11868
  */
11841
11869
  declare function GetGroundZCoordWithOffsets(x: number, y: number, z: number): [boolean, number, number[]];
11842
11870
 
11871
+ /**
11872
+ * Determines the highest ground Z-coordinate directly below a specified 3D coordinate, excluding any objects at that point. Optionally, water can be considered as ground when determining the highest point.
11873
+ * ```
11874
+ * NativeDB Added Parameter 6: BOOL ignoreDistToWaterLevelCheck - If set to true, the distance to the water level will be ignored when checking for water as ground.
11875
+ * ```
11876
+ * ```
11877
+ * NativeDB Introduced: v505
11878
+ * ```
11879
+ * @param x X-coordinate of the point to check.
11880
+ * @param y Y-coordinate of the point to check.
11881
+ * @param z Z-coordinate of the point to check.
11882
+ * @param groundZ A pointer to a float where the ground Z-coordinate will be stored if found.
11883
+ * @param waterAsGround If set to `true`, water will be included in the check, and its height will be returned if it is higher than the ground level.
11884
+ * @return Returns `true` if ground (or water, if specified) is found below the given coordinates, otherwise `false`.
11885
+ */
11886
+ declare function GetGroundZExcludingObjectsFor_3dCoord(x: number, y: number, z: number, waterAsGround: boolean): [boolean, number];
11887
+ /**
11888
+ * Determines the highest ground Z-coordinate directly below a specified 3D coordinate, excluding any objects at that point. Optionally, water can be considered as ground when determining the highest point.
11889
+ * ```
11890
+ * NativeDB Added Parameter 6: BOOL ignoreDistToWaterLevelCheck - If set to true, the distance to the water level will be ignored when checking for water as ground.
11891
+ * ```
11892
+ * ```
11893
+ * NativeDB Introduced: v505
11894
+ * ```
11895
+ * @param x X-coordinate of the point to check.
11896
+ * @param y Y-coordinate of the point to check.
11897
+ * @param z Z-coordinate of the point to check.
11898
+ * @param groundZ A pointer to a float where the ground Z-coordinate will be stored if found.
11899
+ * @param waterAsGround If set to `true`, water will be included in the check, and its height will be returned if it is higher than the ground level.
11900
+ * @return Returns `true` if ground (or water, if specified) is found below the given coordinates, otherwise `false`.
11901
+ */
11902
+ declare function N_0x9e82f0f362881b29(x: number, y: number, z: number, waterAsGround: boolean): [boolean, number];
11903
+ /**
11904
+ * Determines the highest ground Z-coordinate directly below a specified 3D coordinate, excluding any objects at that point. Optionally, water can be considered as ground when determining the highest point.
11905
+ * ```
11906
+ * NativeDB Added Parameter 6: BOOL ignoreDistToWaterLevelCheck - If set to true, the distance to the water level will be ignored when checking for water as ground.
11907
+ * ```
11908
+ * ```
11909
+ * NativeDB Introduced: v505
11910
+ * ```
11911
+ * @param x X-coordinate of the point to check.
11912
+ * @param y Y-coordinate of the point to check.
11913
+ * @param z Z-coordinate of the point to check.
11914
+ * @param groundZ A pointer to a float where the ground Z-coordinate will be stored if found.
11915
+ * @param waterAsGround If set to `true`, water will be included in the check, and its height will be returned if it is higher than the ground level.
11916
+ * @return Returns `true` if ground (or water, if specified) is found below the given coordinates, otherwise `false`.
11917
+ */
11918
+ declare function GetGroundZFor_3dCoord_2(x: number, y: number, z: number, waterAsGround: boolean): [boolean, number];
11919
+
11843
11920
  /**
11844
11921
  * Bear in mind this native can only calculate the elevation when the coordinates are within the client's render distance.
11845
11922
  * ```
@@ -11852,15 +11929,6 @@ declare function GetGroundZCoordWithOffsets(x: number, y: number, z: number): [b
11852
11929
  */
11853
11930
  declare function GetGroundZFor_3dCoord(x: number, y: number, z: number, ignoreWater: boolean): [boolean, number];
11854
11931
 
11855
- /**
11856
- * NativeDB Added Parameter 6: BOOL p5
11857
- */
11858
- declare function GetGroundZFor_3dCoord_2(x: number, y: number, z: number, p4: boolean): [boolean, number];
11859
- /**
11860
- * NativeDB Added Parameter 6: BOOL p5
11861
- */
11862
- declare function N_0x9e82f0f362881b29(x: number, y: number, z: number, p4: boolean): [boolean, number];
11863
-
11864
11932
  /**
11865
11933
  * p1 may be a BOOL representing whether or not the group even exists
11866
11934
  */
@@ -12610,6 +12678,49 @@ declare function GetLengthOfString(_string: string): number;
12610
12678
  */
12611
12679
  declare function GetLengthOfStringWithThisTextLabel(gxt: string): number;
12612
12680
 
12681
+ /**
12682
+ * Determines whether a line segment intersects a plane and, if so, returns the parameter value at which this intersection occurs.
12683
+ * ```
12684
+ * NativeDB Introduced: v323
12685
+ * ```
12686
+ * @param x1 The X-coordinate of the first point of the line segment.
12687
+ * @param y1 The Y-coordinate of the first point of the line segment.
12688
+ * @param z1 The Z-coordinate of the first point of the line segment. Together, `x1`, `y1`, and `z1` define the starting point of the line segment.
12689
+ * @param x2 The X-coordinate of the second point of the line segment.
12690
+ * @param y2 The Y-coordinate of the second point of the line segment.
12691
+ * @param z2 The Z-coordinate of the second point of the line segment. Together, `x2`, `y2`, and `z2` define the ending point of the line segment.
12692
+ * @param planeX The X-coordinate of a point on the plane. This, along with `planeY` and `planeZ`, specifies a point that lies on the plane's surface.
12693
+ * @param planeY The Y-coordinate of a point on the plane.
12694
+ * @param planeZ The Z-coordinate of a point on the plane.
12695
+ * @param planeNormalX The X-component of the plane's normal vector. The normal vector is perpendicular to the plane's surface and defines its orientation.
12696
+ * @param planeNormalY The Y-component of the plane's normal vector.
12697
+ * @param planeNormalZ The Z-component of the plane's normal vector. Together, `planeNormalX`, `planeNormalY`, and `planeNormalZ` fully describe the plane's orientation in 3D space.
12698
+ * @param intersectionParameter A pointer to a float. This parameter is used to return the value of `t` at which the line segment intersects the plane. The value of `t` is a scalar multiplier that can be used to calculate the exact intersection point on the line segment. If the line does not intersect the plane, the value of `t` is not meaningful.
12699
+ * @return Returns `true` if the line segment intersects the plane, in which case the `intersectionParameter` will contain the intersection point's parameter value. Returns `false` if there is no intersection, making the `intersectionParameter` value irrelevant.
12700
+ */
12701
+ declare function GetLinePlaneIntersection(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, planeX: number, planeY: number, planeZ: number, planeNormalX: number, planeNormalY: number, planeNormalZ: number, intersectionParameter?: number): [boolean, number];
12702
+ /**
12703
+ * Determines whether a line segment intersects a plane and, if so, returns the parameter value at which this intersection occurs.
12704
+ * ```
12705
+ * NativeDB Introduced: v323
12706
+ * ```
12707
+ * @param x1 The X-coordinate of the first point of the line segment.
12708
+ * @param y1 The Y-coordinate of the first point of the line segment.
12709
+ * @param z1 The Z-coordinate of the first point of the line segment. Together, `x1`, `y1`, and `z1` define the starting point of the line segment.
12710
+ * @param x2 The X-coordinate of the second point of the line segment.
12711
+ * @param y2 The Y-coordinate of the second point of the line segment.
12712
+ * @param z2 The Z-coordinate of the second point of the line segment. Together, `x2`, `y2`, and `z2` define the ending point of the line segment.
12713
+ * @param planeX The X-coordinate of a point on the plane. This, along with `planeY` and `planeZ`, specifies a point that lies on the plane's surface.
12714
+ * @param planeY The Y-coordinate of a point on the plane.
12715
+ * @param planeZ The Z-coordinate of a point on the plane.
12716
+ * @param planeNormalX The X-component of the plane's normal vector. The normal vector is perpendicular to the plane's surface and defines its orientation.
12717
+ * @param planeNormalY The Y-component of the plane's normal vector.
12718
+ * @param planeNormalZ The Z-component of the plane's normal vector. Together, `planeNormalX`, `planeNormalY`, and `planeNormalZ` fully describe the plane's orientation in 3D space.
12719
+ * @param intersectionParameter A pointer to a float. This parameter is used to return the value of `t` at which the line segment intersects the plane. The value of `t` is a scalar multiplier that can be used to calculate the exact intersection point on the line segment. If the line does not intersect the plane, the value of `t` is not meaningful.
12720
+ * @return Returns `true` if the line segment intersects the plane, in which case the `intersectionParameter` will contain the intersection point's parameter value. Returns `false` if there is no intersection, making the `intersectionParameter` value irrelevant.
12721
+ */
12722
+ declare function N_0xf56dfb7b61be7276(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, planeX: number, planeY: number, planeZ: number, planeNormalX: number, planeNormalY: number, planeNormalZ: number, intersectionParameter?: number): [boolean, number];
12723
+
12613
12724
  /**
12614
12725
  * Second Param = LiveryIndex
12615
12726
  * example
@@ -17011,6 +17122,19 @@ declare function GetVariantProp(componentHash: string | number, variantPropIndex
17011
17122
  */
17012
17123
  declare function N_0xd81b7f27bc773e66(componentHash: string | number, variantPropIndex: number): [number, number, number];
17013
17124
 
17125
+ /**
17126
+ * GET_VARIATION_CHOSEN_FOR_SCRIPTED_LINE
17127
+ * @param textLabel all the text labels for filenames in `AmericanDialogueFiles.txt` appear to end with the letter 'A', it is the script's responsibility to add this 'A' before calling `GET_VARIATION_CHOSEN_FOR_SCRIPTED_LINE`.
17128
+ * @return Returns the variation chosen for a given script speech line, or `0` if it hasn't been chosen yet.Returns `-1` if there is no conversation active or if the active conversation doesn't contain this line or if the text label can't be found in the currently loaded text blocks
17129
+ */
17130
+ declare function GetVariationChosenForScriptedLine(textLabel: string): number;
17131
+ /**
17132
+ * GET_VARIATION_CHOSEN_FOR_SCRIPTED_LINE
17133
+ * @param textLabel all the text labels for filenames in `AmericanDialogueFiles.txt` appear to end with the letter 'A', it is the script's responsibility to add this 'A' before calling `GET_VARIATION_CHOSEN_FOR_SCRIPTED_LINE`.
17134
+ * @return Returns the variation chosen for a given script speech line, or `0` if it hasn't been chosen yet.Returns `-1` if there is no conversation active or if the active conversation doesn't contain this line or if the text label can't be found in the currently loaded text blocks
17135
+ */
17136
+ declare function N_0xaa19f5572c38b564(textLabel: string): number;
17137
+
17014
17138
  /**
17015
17139
  * Retrieves a static value representing the maximum drive force of specific a vehicle, including any vehicle mods. This value does not change dynamically during gameplay. This value provides an approximation and should be considered alongside other performance metrics like top speed for a more comprehensive understanding of the vehicle's capabilities.
17016
17140
  * ```
@@ -17313,37 +17437,27 @@ declare function GetVehicleDashboardVacuum(): number;
17313
17437
  declare function GetVehicleDashboardWaterTemp(): number;
17314
17438
 
17315
17439
  /**
17316
- * Returns hash of default vehicle horn
17317
- * Hash is stored in audVehicleAudioEntity
17440
+ * GET_VEHICLE_DEFAULT_HORN
17441
+ * @return Returns the horn sound hash
17318
17442
  */
17319
17443
  declare function GetVehicleDefaultHorn(vehicle: number): number;
17320
17444
 
17321
17445
  /**
17322
17446
  * GET_VEHICLE_DEFAULT_HORN_IGNORE_MODS
17447
+ * @return Returns the horn sound hash ignoring any horn mods applied to the car
17323
17448
  */
17324
17449
  declare function GetVehicleDefaultHornIgnoreMods(vehicle: number): number;
17325
17450
  /**
17326
17451
  * GET_VEHICLE_DEFAULT_HORN_IGNORE_MODS
17452
+ * @return Returns the horn sound hash ignoring any horn mods applied to the car
17327
17453
  */
17328
17454
  declare function N_0xacb5dcca1ec76840(vehicle: number): number;
17329
17455
  /**
17330
17456
  * GET_VEHICLE_DEFAULT_HORN_IGNORE_MODS
17457
+ * @return Returns the horn sound hash ignoring any horn mods applied to the car
17331
17458
  */
17332
17459
  declare function GetVehicleHornHash(vehicle: number): number;
17333
17460
 
17334
- /**
17335
- * NativeDB Introduced: v1365
17336
- */
17337
- declare function GetVehicleDefaultHornVariation(vehicle: number): number;
17338
- /**
17339
- * NativeDB Introduced: v1365
17340
- */
17341
- declare function N_0xd53f3a29bce2580e(vehicle: number): number;
17342
- /**
17343
- * NativeDB Introduced: v1365
17344
- */
17345
- declare function N_0x22fecb546c276a30(vehicle: number): number;
17346
-
17347
17461
  /**
17348
17462
  * The only example I can find of this function in the scripts, is this:
17349
17463
  * struct _s = VEHICLE::GET_VEHICLE_DEFORMATION_AT_POS(rPtr((A_0) + 4), 1.21f, 6.15f, 0.3f);
@@ -17606,6 +17720,27 @@ declare function GetVehicleHomingLockonState(vehicle: number): number;
17606
17720
  */
17607
17721
  declare function N_0xe6b0e8cfc3633bf0(vehicle: number): number;
17608
17722
 
17723
+ /**
17724
+ * NativeDB Introduced: v1365
17725
+ * @return The current horn sound index being used by the given vehicle
17726
+ */
17727
+ declare function GetVehicleHornSoundIndex(vehicle: number): number;
17728
+ /**
17729
+ * NativeDB Introduced: v1365
17730
+ * @return The current horn sound index being used by the given vehicle
17731
+ */
17732
+ declare function N_0xd53f3a29bce2580e(vehicle: number): number;
17733
+ /**
17734
+ * NativeDB Introduced: v1365
17735
+ * @return The current horn sound index being used by the given vehicle
17736
+ */
17737
+ declare function N_0x22fecb546c276a30(vehicle: number): number;
17738
+ /**
17739
+ * NativeDB Introduced: v1365
17740
+ * @return The current horn sound index being used by the given vehicle
17741
+ */
17742
+ declare function GetVehicleDefaultHornVariation(vehicle: number): number;
17743
+
17609
17744
  /**
17610
17745
  * Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
17611
17746
  */
@@ -19459,37 +19594,51 @@ declare function N_0x91d6dd290888cbab(): boolean;
19459
19594
  declare function HasForceCleanupOccurred(cleanupFlags: number): boolean;
19460
19595
 
19461
19596
  /**
19462
- * Returns whether or not the specific minimap overlay has loaded.
19463
- * @param id A minimap overlay ID.
19464
- * @return A boolean indicating load status.
19597
+ * HAS_LOADED_MP_DATA_SET
19598
+ * @return Returns true if the audio for the Multiplayer data set has loaded
19465
19599
  */
19466
- declare function HasMinimapOverlayLoaded(id: number): boolean;
19467
-
19600
+ declare function HasLoadedMpDataSet(): boolean;
19468
19601
  /**
19469
- * Returns whether the specified model (archetype) is currently loaded.
19470
- * 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.
19471
- * @param model The model hash to check for.
19472
- * @return A boolean indicating whether the archetype is loaded (true) or not (false).
19602
+ * HAS_LOADED_MP_DATA_SET
19603
+ * @return Returns true if the audio for the Multiplayer data set has loaded
19473
19604
  */
19474
- declare function HasModelLoaded(model: string | number): boolean;
19475
-
19605
+ declare function N_0x544810ed9db6bbe6(): boolean;
19476
19606
  /**
19477
- * HAS_*
19607
+ * HAS_LOADED_MP_DATA_SET
19608
+ * @return Returns true if the audio for the Multiplayer data set has loaded
19478
19609
  */
19479
19610
  declare function HasMultiplayerAudioDataLoaded(): boolean;
19611
+
19480
19612
  /**
19481
- * HAS_*
19613
+ * HAS_LOADED_SP_DATA_SET
19614
+ * @return Returns true if the audio for the Single Player data set has loaded
19482
19615
  */
19483
- declare function N_0x544810ed9db6bbe6(): boolean;
19484
-
19616
+ declare function HasLoadedSpDataSet(): boolean;
19485
19617
  /**
19486
- * HAS_*
19618
+ * HAS_LOADED_SP_DATA_SET
19619
+ * @return Returns true if the audio for the Single Player data set has loaded
19620
+ */
19621
+ declare function N_0x5b50abb1fe3746f4(): boolean;
19622
+ /**
19623
+ * HAS_LOADED_SP_DATA_SET
19624
+ * @return Returns true if the audio for the Single Player data set has loaded
19487
19625
  */
19488
19626
  declare function HasMultiplayerAudioDataUnloaded(): boolean;
19627
+
19489
19628
  /**
19490
- * HAS_*
19629
+ * Returns whether or not the specific minimap overlay has loaded.
19630
+ * @param id A minimap overlay ID.
19631
+ * @return A boolean indicating load status.
19491
19632
  */
19492
- declare function N_0x5b50abb1fe3746f4(): boolean;
19633
+ declare function HasMinimapOverlayLoaded(id: number): boolean;
19634
+
19635
+ /**
19636
+ * Returns whether the specified model (archetype) is currently loaded.
19637
+ * 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.
19638
+ * @param model The model hash to check for.
19639
+ * @return A boolean indicating whether the archetype is loaded (true) or not (false).
19640
+ */
19641
+ declare function HasModelLoaded(model: string | number): boolean;
19493
19642
 
19494
19643
  /**
19495
19644
  * HAS_NAMED_PTFX_ASSET_LOADED
@@ -19692,6 +19841,7 @@ declare function HasStreamedScriptLoaded(scriptHash: string | number): boolean;
19692
19841
 
19693
19842
  /**
19694
19843
  * HAS_SOUND_FINISHED
19844
+ * @return Returns true if the sound has finished playing, false otherwise.
19695
19845
  */
19696
19846
  declare function HasSoundFinished(soundId: number): boolean;
19697
19847
 
@@ -19902,14 +20052,26 @@ declare function HideScriptedHudComponentThisFrame(id: number): void;
19902
20052
  declare function HideVehicleTombstone(vehicle: number, toggle: boolean): void;
19903
20053
 
19904
20054
  /**
19905
- * NativeDB Added Parameter 3: Any p2
20055
+ * This native is marked as a deprecated native internally, use [HINT_SCRIPT_AUDIO_BANK](#\_0xFB380A29641EC31A) instead
19906
20056
  */
19907
- declare function HintAmbientAudioBank(p0: number, p1: number): number;
20057
+ declare function HintAmbientAudioBank(bankName: string, bOverNetwork: boolean): boolean;
19908
20058
 
19909
20059
  /**
19910
- * NativeDB Added Parameter 3: Any p2
20060
+ * This is marked as a deprecated function internally, please use [HINT_SCRIPT_AUDIO_BANK](#\_0xFB380A29641EC31A) instead.
19911
20061
  */
19912
- declare function HintScriptAudioBank(p0: number, p1: number): number;
20062
+ declare function HintMissionAudioBank(bankName: string, bOverNetwork: boolean, playerBits: number): boolean;
20063
+ /**
20064
+ * This is marked as a deprecated function internally, please use [HINT_SCRIPT_AUDIO_BANK](#\_0xFB380A29641EC31A) instead.
20065
+ */
20066
+ declare function N_0x40763ea7b9b783e7(bankName: string, bOverNetwork: boolean, playerBits: number): boolean;
20067
+
20068
+ /**
20069
+ * Hints that this bank would be good to load if there are free slots.
20070
+ * Does not guarentee loading of the bank, [REQUEST_SCRIPT_AUDIO_BANK](#\_0xFE02FFBED8CA9D99) MUST be used as normal before triggering sounds"
20071
+ * This native has a new argument on newer game builds:
20072
+ * * **playerBits**: likely used to specifiy players to sync to as a bit mask (1 << (0-128))
20073
+ */
20074
+ declare function HintScriptAudioBank(bankName: string, bOverNetwork: boolean): boolean;
19913
20075
 
19914
20076
  /**
19915
20077
  * _HIRED_LIMO
@@ -22774,17 +22936,19 @@ declare function IsScreenblurFadeRunning(): boolean;
22774
22936
  declare function N_0x7b226c785a52a0a9(): boolean;
22775
22937
 
22776
22938
  /**
22777
- * In drunk_controller.c4, sub_309
22778
- * if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) {
22779
- * CAM::STOP_SCRIPT_GLOBAL_SHAKING(0);
22780
- * }
22939
+ * Determines if a global camera shake is currently active. You can stop the currently active global camera shake using [STOP_SCRIPT_GLOBAL_SHAKING](#\_0x1C9D7949FA533490).
22940
+ * ```
22941
+ * NativeDB Introduced: v323
22942
+ * ```
22943
+ * @return Returns `true` if a scripted global camera shake is currently in effect, otherwise `false`.
22781
22944
  */
22782
22945
  declare function IsScriptGlobalShaking(): boolean;
22783
22946
  /**
22784
- * In drunk_controller.c4, sub_309
22785
- * if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) {
22786
- * CAM::STOP_SCRIPT_GLOBAL_SHAKING(0);
22787
- * }
22947
+ * Determines if a global camera shake is currently active. You can stop the currently active global camera shake using [STOP_SCRIPT_GLOBAL_SHAKING](#\_0x1C9D7949FA533490).
22948
+ * ```
22949
+ * NativeDB Introduced: v323
22950
+ * ```
22951
+ * @return Returns `true` if a scripted global camera shake is currently in effect, otherwise `false`.
22788
22952
  */
22789
22953
  declare function N_0xc912af078af19212(): boolean;
22790
22954
 
@@ -24901,11 +25065,6 @@ declare function N_0x1a7ce7cd3e653485(p0: number): void;
24901
25065
  */
24902
25066
  declare function N_0x1a8ea222f9c67dbb(p0: number): [number, number];
24903
25067
 
24904
- /**
24905
- * SCRIPT_RACE_*
24906
- */
24907
- declare function N_0x1bb299305c3e8c13(p0: number, p1: number, p2: number, p3: number): void;
24908
-
24909
25068
  /**
24910
25069
  * 0x1BBC135A4D25EDDE
24911
25070
  */
@@ -24959,24 +25118,6 @@ declare function N_0x1e77fa7a62ee6c4c(p0: number): number;
24959
25118
  */
24960
25119
  declare function N_0x1e9057a74fd73e23(): void;
24961
25120
 
24962
- /**
24963
- * Unsure about the use of this native but here's an example:
24964
- * void sub_8709() {
24965
- * MISC::_1EAE0A6E978894A2(0, 1);
24966
- * MISC::_1EAE0A6E978894A2(1, 1);
24967
- * MISC::_1EAE0A6E978894A2(2, 1);
24968
- * MISC::_1EAE0A6E978894A2(3, 1);
24969
- * MISC::_1EAE0A6E978894A2(4, 1);
24970
- * MISC::_1EAE0A6E978894A2(5, 1);
24971
- * MISC::_1EAE0A6E978894A2(6, 1);
24972
- * MISC::_1EAE0A6E978894A2(7, 1);
24973
- * MISC::_1EAE0A6E978894A2(8, 1);
24974
- * }
24975
- * So it appears that p0 ranges from 0 to 8.
24976
- * ENABLE_DISPATCH_SERVICE, seems to have a similar layout.
24977
- */
24978
- declare function N_0x1eae0a6e978894a2(p0: number, p1: boolean): void;
24979
-
24980
25121
  /**
24981
25122
  * 0x1F2300CB7FA7B7F6
24982
25123
  */
@@ -25870,11 +26011,6 @@ declare function N_0x4008edf7d6e48175(p0: boolean): void;
25870
26011
  */
25871
26012
  declare function N_0x405dc2aef6af95b9(roomHashKey: string | number): void;
25872
26013
 
25873
- /**
25874
- * 0x40763EA7B9B783E7
25875
- */
25876
- declare function N_0x40763ea7b9b783e7(p0: string, p1: number, p2: number): number;
25877
-
25878
26014
  /**
25879
26015
  * NativeDB Introduced: v1493
25880
26016
  */
@@ -26754,11 +26890,6 @@ declare function N_0x65b080555ea48149(p0: number): void;
26754
26890
  */
26755
26891
  declare function N_0x65d2ebb47e1cec21(toggle: boolean): void;
26756
26892
 
26757
- /**
26758
- * SET_CAM_*
26759
- */
26760
- declare function N_0x661b5c8654add825(cam: number, p1: boolean): void;
26761
-
26762
26893
  /**
26763
26894
  * **This native does absolutely nothing, just a nullsub**
26764
26895
  */
@@ -28406,11 +28537,6 @@ declare function N_0xa9b61a329bfdcbea(p0: number, p1: boolean): void;
28406
28537
  */
28407
28538
  declare function N_0xaa059c615de9dd03(p0: number, p1: number): void;
28408
28539
 
28409
- /**
28410
- * 0xAA19F5572C38B564
28411
- */
28412
- declare function N_0xaa19f5572c38b564(p0: number): [number, number];
28413
-
28414
28540
  /**
28415
28541
  * 0xAA525DFF66BB82F5
28416
28542
  */
@@ -29995,11 +30121,6 @@ declare function N_0xf534d94dfa2ead26(p0: number, p1: number, p2: number, p3: nu
29995
30121
  */
29996
30122
  declare function N_0xf55e4046f6f831dc(p0: number, p1: number): void;
29997
30123
 
29998
- /**
29999
- * 0xF56DFB7B61BE7276
30000
- */
30001
- declare function N_0xf56dfb7b61be7276(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number, p9: number, p10: number, p11: number, p12?: number): [boolean, number];
30002
-
30003
30124
  /**
30004
30125
  * 0xF6BAAAF762E1BF40
30005
30126
  */
@@ -30162,11 +30283,6 @@ declare function N_0xfb1f9381e80fa13f(p0: number, p1?: number): [number, number]
30162
30283
  */
30163
30284
  declare function N_0xfb680d403909dc70(p0: number, p1: number): void;
30164
30285
 
30165
- /**
30166
- * Toggles some stunt jump stuff.
30167
- */
30168
- declare function N_0xfb80ab299d2ee1bd(toggle: boolean): void;
30169
-
30170
30286
  /**
30171
30287
  * 0xFCC228E07217FCAC
30172
30288
  */
@@ -34360,8 +34476,11 @@ declare function N_0x3039ae5ad2c9c0c4(player: number, toggle: boolean): void;
34360
34476
  declare function NetworkOverrideClockMillisecondsPerGameMinute(ms: number): void;
34361
34477
 
34362
34478
  /**
34363
- * Works in Singleplayer too.
34364
- * Passing wrong data (e.g. hours above 23) will cause the game to crash.
34479
+ * Overrides the game clock time for the local player, allowing for manipulation of the in-game time. This native is effective in both multiplayer and singleplayer modes.
34480
+ * **Note:** Passing wrong data (e.g. hours above 23) will cause the game to crash.
34481
+ * @param hours The hour to set (0-23).
34482
+ * @param minutes The minute to set (0-59).
34483
+ * @param seconds The second to set (0-59).
34365
34484
  */
34366
34485
  declare function NetworkOverrideClockTime(hours: number, minutes: number, seconds: number): void;
34367
34486
 
@@ -41099,13 +41218,50 @@ declare function ScriptRaceGetPlayerSplitTime(player: number): [boolean, number,
41099
41218
  declare function N_0x8ef5573a1f801a5c(player: number): [boolean, number, number];
41100
41219
 
41101
41220
  /**
41102
- * SCRIPT_RACE_INIT
41221
+ * Initializes a script race in GTA:Online and sets up the helper split time system.
41222
+ * ```
41223
+ * NativeDB Introduced: v323
41224
+ * ```
41225
+ * @param numCheckpoints The total number of checkpoints in the race
41226
+ * @param numLaps The total number of laps in the race.
41227
+ * @param numPlayers The total number of players participating in the race.
41228
+ * @param localPlayer Local player in the race.
41103
41229
  */
41104
- declare function ScriptRaceInit(p0: number, p1: number, p2: number, p3: number): void;
41230
+ declare function ScriptRaceInit(numCheckpoints: number, numLaps: number, numPlayers: number, localPlayer: number): void;
41105
41231
  /**
41106
- * SCRIPT_RACE_INIT
41232
+ * Initializes a script race in GTA:Online and sets up the helper split time system.
41233
+ * ```
41234
+ * NativeDB Introduced: v323
41235
+ * ```
41236
+ * @param numCheckpoints The total number of checkpoints in the race
41237
+ * @param numLaps The total number of laps in the race.
41238
+ * @param numPlayers The total number of players participating in the race.
41239
+ * @param localPlayer Local player in the race.
41107
41240
  */
41108
- declare function N_0x0a60017f841a54f2(p0: number, p1: number, p2: number, p3: number): void;
41241
+ declare function N_0x0a60017f841a54f2(numCheckpoints: number, numLaps: number, numPlayers: number, localPlayer: number): void;
41242
+
41243
+ /**
41244
+ * Records that a player has successfully passed a checkpoint during a scripted race in GTA:Online. This native should be used after initializing the race with [`SCRIPT_RACE_INIT`](#\_0x0A60017F841A54F2).
41245
+ * ```
41246
+ * NativeDB Introduced: v323
41247
+ * ```
41248
+ * @param ped The index of the Ped who hit the checkpoint.
41249
+ * @param checkpoint The checkpoint number that the player has passed.
41250
+ * @param lap The current lap that the player is on.
41251
+ * @param time The time it took for the player to reach this checkpoint from the start of the race or the last checkpoint.
41252
+ */
41253
+ declare function ScriptRacePlayerHitCheckpoint(ped: number, checkpoint: number, lap: number, time: number): void;
41254
+ /**
41255
+ * Records that a player has successfully passed a checkpoint during a scripted race in GTA:Online. This native should be used after initializing the race with [`SCRIPT_RACE_INIT`](#\_0x0A60017F841A54F2).
41256
+ * ```
41257
+ * NativeDB Introduced: v323
41258
+ * ```
41259
+ * @param ped The index of the Ped who hit the checkpoint.
41260
+ * @param checkpoint The checkpoint number that the player has passed.
41261
+ * @param lap The current lap that the player is on.
41262
+ * @param time The time it took for the player to reach this checkpoint from the start of the race or the last checkpoint.
41263
+ */
41264
+ declare function N_0x1bb299305c3e8c13(ped: number, checkpoint: number, lap: number, time: number): void;
41109
41265
 
41110
41266
  /**
41111
41267
  * SCRIPT_RACE_SHUTDOWN
@@ -42296,6 +42452,19 @@ declare function SetCamAffectsAiming(cam: number, toggle: boolean): void;
42296
42452
  */
42297
42453
  declare function SetCamAnimCurrentPhase(cam: number, phase: number): void;
42298
42454
 
42455
+ /**
42456
+ * Makes the minimap follow a scripted camera's rotation instead of the gameplay cam.
42457
+ * @param cam Cam handle returned by [CREATE_CAM](#\_0xC3981DCE61D9E13F)
42458
+ * @param toggle Whether or not this camera should control the minimap heading.
42459
+ */
42460
+ declare function SetCamControlsMiniMapHeading(cam: number, toggle: boolean): void;
42461
+ /**
42462
+ * Makes the minimap follow a scripted camera's rotation instead of the gameplay cam.
42463
+ * @param cam Cam handle returned by [CREATE_CAM](#\_0xC3981DCE61D9E13F)
42464
+ * @param toggle Whether or not this camera should control the minimap heading.
42465
+ */
42466
+ declare function N_0x661b5c8654add825(cam: number, toggle: boolean): void;
42467
+
42299
42468
  /**
42300
42469
  * Sets the position of the cam.
42301
42470
  */
@@ -42385,10 +42554,12 @@ declare function SetCamFarClip(cam: number, farClip: number): void;
42385
42554
  declare function SetCamFarDof(cam: number, farDOF: number): void;
42386
42555
 
42387
42556
  /**
42388
- * Sets the field of view of the cam.
42389
- * ---------------------------------------------
42390
- * Min: 1.0f
42391
- * Max: 130.0f
42557
+ * Adjusts the field of view (FOV) for a specified camera, allowing for a wider or narrower perspective of the game world. The field of view is measured in degrees and affects how much of the game world is visible at any given moment through the camera.
42558
+ * ```
42559
+ * NativeDB Introduced: v323
42560
+ * ```
42561
+ * @param cam The camera whose FOV is being set.
42562
+ * @param fieldOfView The new FOV value, in degrees. Valid range is from `1.0f` (minimum FOV, for a very narrow view) to `130.0f` (maximum FOV, for a very wide view).
42392
42563
  */
42393
42564
  declare function SetCamFov(cam: number, fieldOfView: number): void;
42394
42565
 
@@ -43710,16 +43881,20 @@ declare function SetEntityCollision_2(entity: number, toggle: boolean, keepPhysi
43710
43881
  declare function SetEntityCoords(entity: number, xPos: number, yPos: number, zPos: number, alive: boolean, deadFlag: boolean, ragdollFlag: boolean, clearArea: boolean): void;
43711
43882
 
43712
43883
  /**
43713
- * Sets the coordinates (world position) for a specified entity.
43714
- * @param entity The entity to change coordinates for.
43715
- * @param xPos The X coordinate.
43716
- * @param yPos The Y coordinate.
43717
- * @param zPos The Z coordinate, origin level.
43718
- * @param alive Unused by the game, potentially used by debug builds of GTA in order to assert whether or not an entity was alive.
43719
- * @param deadFlag Whether to disable physics for dead peds, too, and not just living peds.
43720
- * @param ragdollFlag A special flag used for ragdolling peds.
43884
+ * Teleports an entity to specified coordinates directly, with options to maintain certain behaviors post-teleportation.
43885
+ * **Note**:
43886
+ * * This native allows precise placement of entities without the usual adjustments for collision or interaction with the environment that may occur with other teleportation natives.
43887
+ * * The `keepTasks` and `keepIK` parameters are specifically useful for maintaining the current state of a ped, ensuring actions or animations are not abruptly stopped due to the teleportation.
43888
+ * * Setting `doWarp` to `false` is useful when simulating continuous movement or when the entity should interact with its immediate surroundings upon arrival.
43889
+ * @param entity The entity to reposition.
43890
+ * @param x X coordinate for the new position.
43891
+ * @param y Y coordinate for the new position.
43892
+ * @param z Z coordinate for the new position.
43893
+ * @param keepTasks If `true`, the tasks currently assigned to the ped are not removed upon teleportation. Applies only to peds.
43894
+ * @param keepIK If `true`, the Inverse Kinematics (IK) on the ped are not reset upon teleportation. Applies only to peds.
43895
+ * @param doWarp If `false`, the entity will maintain continuous motion and will not clear contacts nor create space for itself upon teleportation.
43721
43896
  */
43722
- declare function SetEntityCoordsNoOffset(entity: number, xPos: number, yPos: number, zPos: number, alive: boolean, deadFlag: boolean, ragdollFlag: boolean): void;
43897
+ declare function SetEntityCoordsNoOffset(entity: number, x: number, y: number, z: number, keepTasks: boolean, keepIK: boolean, doWarp: boolean): void;
43723
43898
 
43724
43899
  /**
43725
43900
  * SET_ENTITY_COORDS_WITHOUT_PLANTS_RESET
@@ -43936,10 +44111,18 @@ declare function SetEntityRecordsCollisions(entity: number, toggle: boolean): vo
43936
44111
  declare function SetEntityRenderScorched(entity: number, toggle: boolean): void;
43937
44112
 
43938
44113
  /**
43939
- * SET_ENTITY_ROTATION
43940
- * @param rotationOrder The order yaw pitch roll are applied, see [`GET_ENTITY_ROTATION`](#\_0xAFBD61CC738D9EB9).
44114
+ * Sets the rotation of a specified entity in the game world.
44115
+ * ```
44116
+ * NativeDB Introduced: v323
44117
+ * ```
44118
+ * @param entity The entity to rotate.
44119
+ * @param pitch The pitch (X-axis) rotation in degrees.
44120
+ * @param roll The roll (Y-axis) rotation in degrees.
44121
+ * @param yaw The yaw (Z-axis) rotation in degrees.
44122
+ * @param rotationOrder Specifies the order in which yaw, pitch, and roll are applied, see [`GET_ENTITY_ROTATION`](#\_0xAFBD61CC738D9EB9) for the available rotation orders.
44123
+ * @param bDeadCheck Usually set to `true`. Determines whether to check if the entity is dead before applying the rotation.
43941
44124
  */
43942
- declare function SetEntityRotation(entity: number, pitch: number, roll: number, yaw: number, rotationOrder: number, p5: boolean): void;
44125
+ declare function SetEntityRotation(entity: number, pitch: number, roll: number, yaw: number, rotationOrder: number, bDeadCheck: boolean): void;
43943
44126
 
43944
44127
  /**
43945
44128
  * Example here: www.gtaforums.com/topic/830463-help-with-turning-lights-green-and-causing-peds-to-crash-into-each-other/#entry1068211340
@@ -47914,7 +48097,23 @@ declare function SetPedGravity(ped: number, toggle: boolean): void;
47914
48097
  declare function SetPedGroupMemberPassengerIndex(ped: number, index: number): void;
47915
48098
 
47916
48099
  /**
47917
- * Used for freemode (online) characters.
48100
+ * Sets the tint index for the hair on the specified ped.
48101
+ * ```
48102
+ * NativeDB Introduced: v323
48103
+ * ```
48104
+ * @param ped The Ped whose hair tint is to be set.
48105
+ * @param colorID The tint index for the primary hair color.
48106
+ * @param highlightColorID The tint index for the hair highlight color.
48107
+ */
48108
+ declare function SetPedHairTint(ped: number, colorID: number, highlightColorID: number): void;
48109
+ /**
48110
+ * Sets the tint index for the hair on the specified ped.
48111
+ * ```
48112
+ * NativeDB Introduced: v323
48113
+ * ```
48114
+ * @param ped The Ped whose hair tint is to be set.
48115
+ * @param colorID The tint index for the primary hair color.
48116
+ * @param highlightColorID The tint index for the hair highlight color.
47918
48117
  */
47919
48118
  declare function SetPedHairColor(ped: number, colorID: number, highlightColorID: number): void;
47920
48119
 
@@ -53926,22 +54125,28 @@ declare function SetWeaponsNoAutoswap(state: boolean): void;
53926
54125
  declare function SetWeatherOwnedByNetwork(network: boolean): void;
53927
54126
 
53928
54127
  /**
53929
- * // timecycle_keyframe_data
53930
- * BLIZZARD = 0x27EA2814
53931
- * CLEAR = 0x36A83D84
53932
- * CLEARING = 0x6DB1A50D
53933
- * CLOUDS = 0x30FDAF5C
53934
- * EXTRASUNNY = 0x97AA0A79
53935
- * FOGGY = 0xAE737644
53936
- * HALLOWEEN = 0xC91A3202
53937
- * NEUTRAL = 0xA4CA1326
53938
- * OVERCAST = 0xBB898D2D
53939
- * RAIN = 0x54A69840
53940
- * SMOG = 0x10DCF4B5
53941
- * SNOW = 0xEFB6EFF6
53942
- * SNOWLIGHT = 0x23FB812B
53943
- * THUNDER = 0xB677829F
53944
- * XMAS = 0xAAC9C895
54128
+ * Immediately changes the game's weather to the specified type, which will then persist for one cycle before the game resumes its natural weather progression.
54129
+ * **Note:** This native is not supported in networked sessions. Please refer to [`SET_OVERRIDE_WEATHER`](#\_0xA43D5C6FE51ADBEF) or [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) if you want to override weather in networked sessions.
54130
+ * ```
54131
+ * NativeDB Introduced: v323
54132
+ * ```
54133
+ * **Weather Types:**
54134
+ * * CLEAR
54135
+ * * EXTRASUNNY
54136
+ * * CLOUDS
54137
+ * * OVERCAST
54138
+ * * RAIN
54139
+ * * CLEARING
54140
+ * * THUNDER
54141
+ * * SMOG
54142
+ * * FOGGY
54143
+ * * XMAS
54144
+ * * SNOW
54145
+ * * SNOWLIGHT
54146
+ * * BLIZZARD
54147
+ * * HALLOWEEN
54148
+ * * NEUTRAL
54149
+ * @param weatherType The weather type to set. This should be one of the predefined weather type strings.
53945
54150
  */
53946
54151
  declare function SetWeatherTypeNow(weatherType: string): void;
53947
54152
 
@@ -53964,7 +54169,12 @@ declare function SetWeatherTypeOvertimePersist(weatherType: string, time: number
53964
54169
  declare function SetWeatherTypeOverTime(weatherType: string, time: number): void;
53965
54170
 
53966
54171
  /**
53967
- * Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
54172
+ * Sets the current weather type to persist indefinitely until changed.
54173
+ * **Note:** This native is not supported in networked sessions. Please refer to [`SET_OVERRIDE_WEATHER`](#\_0xA43D5C6FE51ADBEF) or [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) if you want to override weather in networked sessions.
54174
+ * ```
54175
+ * NativeDB Introduced: v323
54176
+ * ```
54177
+ * @param weatherType The weather type to be set as persistent. Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for a list of weather type strings.
53968
54178
  */
53969
54179
  declare function SetWeatherTypePersist(weatherType: string): void;
53970
54180
 
@@ -55990,9 +56200,13 @@ declare function StopFireInRange(x: number, y: number, z: number, radius: number
55990
56200
  declare function StopGameplayCamShaking(bStopImmediately: boolean): void;
55991
56201
 
55992
56202
  /**
55993
- * STOP_GAMEPLAY_HINT
56203
+ * Terminates the current gameplay hint camera, with an option for immediate cessation or a gradual fade out.
56204
+ * ```
56205
+ * NativeDB Introduced: v323
56206
+ * ```
56207
+ * @param bStopImmediately Specifies whether the gameplay hint camera should stop instantly `true` or gradually transition out `false`.
55994
56208
  */
55995
- declare function StopGameplayHint(p0: boolean): void;
56209
+ declare function StopGameplayHint(bStopImmediately: boolean): void;
55996
56210
 
55997
56211
  /**
55998
56212
  * STOP_PAD_SHAKE
@@ -56077,26 +56291,152 @@ declare function StopRecordingThisFrame(): void;
56077
56291
  declare function N_0xeb2d525b57f42b40(): void;
56078
56292
 
56079
56293
  /**
56080
- * This native makes the gameplay camera zoom into first person/third person with a special effect.
56294
+ * Instructs the game engine to stop rendering scripted cameras and transition back to the gameplay camera, optionally applying custom blending and rendering options.
56295
+ * ```cpp
56296
+ * enum eRenderingOptionFlags {
56297
+ * RO_NO_OPTIONS = 0,
56298
+ * RO_STOP_RENDERING_OPTION_WHEN_PLAYER_EXITS_INTO_COVER = 1
56299
+ * };
56081
56300
  * ```
56301
+ * ```cpp
56302
+ * enum eCamSplineSmoothingFlags {
56303
+ * CAM_SPLINE_NO_SMOOTH = 0, // No smoothing just moves at a constant rate
56304
+ * CAM_SPLINE_SLOW_IN_SMOOTH = 1, // Decelerates when approaching a node
56305
+ * CAM_SPLINE_SLOW_OUT_SMOOTH = 2, // Accelerates slowly when leaving a node
56306
+ * CAM_SPLINE_SLOW_IN_OUT_SMOOTH = 3, // Decelerates when approaching a node and accelerates slowly when leaving a node
56307
+ * CAM_SPLINE_VERY_SLOW_IN = 4,
56308
+ * CAM_SPLINE_VERY_SLOW_OUT = 5,
56309
+ * CAM_SPLINE_VERY_SLOW_IN_SLOW_OUT = 6,
56310
+ * CAM_SPLINE_SLOW_IN_VERY_SLOW_OUT = 7,
56311
+ * CAM_SPLINE_VERY_SLOW_IN_VERY_SLOW_OUT = 8,
56312
+ * CAM_SPLINE_EASE_IN = 9,
56313
+ * CAM_SPLINE_EASE_OUT = 10,
56314
+ * CAM_SPLINE_QUADRATIC_EASE_IN = 11,
56315
+ * CAM_SPLINE_QUADRATIC_EASE_OUT = 12,
56316
+ * CAM_SPLINE_QUADRATIC_EASE_IN_OUT = 13,
56317
+ * CAM_SPLINE_CUBIC_EASE_IN = 14,
56318
+ * CAM_SPLINE_CUBIC_EASE_OUT = 15,
56319
+ * CAM_SPLINE_CUBIC_EASE_IN_OUT = 16,
56320
+ * CAM_SPLINE_QUARTIC_EASE_IN = 17,
56321
+ * CAM_SPLINE_QUARTIC_EASE_OUT = 18,
56322
+ * CAM_SPLINE_QUARTIC_EASE_IN_OUT = 19,
56323
+ * CAM_SPLINE_QUINTIC_EASE_IN = 20,
56324
+ * CAM_SPLINE_QUINTIC_EASE_OUT = 21,
56325
+ * CAM_SPLINE_QUINTIC_EASE_IN_OUT = 22,
56326
+ * CAM_SPLINE_CIRCULAR_EASE_IN = 23,
56327
+ * CAM_SPLINE_CIRCULAR_EASE_OUT = 24,
56328
+ * CAM_SPLINE_CIRCULAR_EASE_IN_OUT = 25
56329
+ * };
56082
56330
  * ```
56083
- * NativeDB Added Parameter 4: Any p3
56331
+ * ```
56332
+ * NativeDB Added Parameter 4: int renderingOptions : An integer bitmask of eRenderingOptionFlags to apply specific rendering behaviors during the transition. RO_NO_OPTIONS signifies no special options are applied.
56333
+ * ```
56334
+ * ```
56335
+ * NativeDB Introduced: v323
56336
+ * ```
56337
+ * @param bShouldApplyAcrossAllThreads If `true`, ensures that the rendering stop request is enforced regardless of other script threads that might still expect rendering to be active. Use with caution to avoid conflicts.
56338
+ * @param distanceToBlend Specifies the distance over which the camera should blend from the scripted camera back to the gameplay camera. A value of `0.0` uses the game's default blending distance.
56339
+ * @param blendType An integer representing `eCamSplineSmoothingFlags` to determine the smoothness of the camera transition. Common values include `CAM_SPLINE_SLOW_IN_OUT_SMOOTH` among others, defining the easing of the blend.
56084
56340
  */
56085
- declare function StopRenderingScriptCamsUsingCatchUp(render: boolean, p1: number, p2: number): void;
56341
+ declare function StopRenderingScriptCamsUsingCatchUp(bShouldApplyAcrossAllThreads: boolean, distanceToBlend: number, blendType: number): void;
56086
56342
  /**
56087
- * This native makes the gameplay camera zoom into first person/third person with a special effect.
56343
+ * Instructs the game engine to stop rendering scripted cameras and transition back to the gameplay camera, optionally applying custom blending and rendering options.
56344
+ * ```cpp
56345
+ * enum eRenderingOptionFlags {
56346
+ * RO_NO_OPTIONS = 0,
56347
+ * RO_STOP_RENDERING_OPTION_WHEN_PLAYER_EXITS_INTO_COVER = 1
56348
+ * };
56088
56349
  * ```
56350
+ * ```cpp
56351
+ * enum eCamSplineSmoothingFlags {
56352
+ * CAM_SPLINE_NO_SMOOTH = 0, // No smoothing just moves at a constant rate
56353
+ * CAM_SPLINE_SLOW_IN_SMOOTH = 1, // Decelerates when approaching a node
56354
+ * CAM_SPLINE_SLOW_OUT_SMOOTH = 2, // Accelerates slowly when leaving a node
56355
+ * CAM_SPLINE_SLOW_IN_OUT_SMOOTH = 3, // Decelerates when approaching a node and accelerates slowly when leaving a node
56356
+ * CAM_SPLINE_VERY_SLOW_IN = 4,
56357
+ * CAM_SPLINE_VERY_SLOW_OUT = 5,
56358
+ * CAM_SPLINE_VERY_SLOW_IN_SLOW_OUT = 6,
56359
+ * CAM_SPLINE_SLOW_IN_VERY_SLOW_OUT = 7,
56360
+ * CAM_SPLINE_VERY_SLOW_IN_VERY_SLOW_OUT = 8,
56361
+ * CAM_SPLINE_EASE_IN = 9,
56362
+ * CAM_SPLINE_EASE_OUT = 10,
56363
+ * CAM_SPLINE_QUADRATIC_EASE_IN = 11,
56364
+ * CAM_SPLINE_QUADRATIC_EASE_OUT = 12,
56365
+ * CAM_SPLINE_QUADRATIC_EASE_IN_OUT = 13,
56366
+ * CAM_SPLINE_CUBIC_EASE_IN = 14,
56367
+ * CAM_SPLINE_CUBIC_EASE_OUT = 15,
56368
+ * CAM_SPLINE_CUBIC_EASE_IN_OUT = 16,
56369
+ * CAM_SPLINE_QUARTIC_EASE_IN = 17,
56370
+ * CAM_SPLINE_QUARTIC_EASE_OUT = 18,
56371
+ * CAM_SPLINE_QUARTIC_EASE_IN_OUT = 19,
56372
+ * CAM_SPLINE_QUINTIC_EASE_IN = 20,
56373
+ * CAM_SPLINE_QUINTIC_EASE_OUT = 21,
56374
+ * CAM_SPLINE_QUINTIC_EASE_IN_OUT = 22,
56375
+ * CAM_SPLINE_CIRCULAR_EASE_IN = 23,
56376
+ * CAM_SPLINE_CIRCULAR_EASE_OUT = 24,
56377
+ * CAM_SPLINE_CIRCULAR_EASE_IN_OUT = 25
56378
+ * };
56089
56379
  * ```
56090
- * NativeDB Added Parameter 4: Any p3
56380
+ * ```
56381
+ * NativeDB Added Parameter 4: int renderingOptions : An integer bitmask of eRenderingOptionFlags to apply specific rendering behaviors during the transition. RO_NO_OPTIONS signifies no special options are applied.
56382
+ * ```
56383
+ * ```
56384
+ * NativeDB Introduced: v323
56385
+ * ```
56386
+ * @param bShouldApplyAcrossAllThreads If `true`, ensures that the rendering stop request is enforced regardless of other script threads that might still expect rendering to be active. Use with caution to avoid conflicts.
56387
+ * @param distanceToBlend Specifies the distance over which the camera should blend from the scripted camera back to the gameplay camera. A value of `0.0` uses the game's default blending distance.
56388
+ * @param blendType An integer representing `eCamSplineSmoothingFlags` to determine the smoothness of the camera transition. Common values include `CAM_SPLINE_SLOW_IN_OUT_SMOOTH` among others, defining the easing of the blend.
56091
56389
  */
56092
- declare function N_0xc819f3cbb62bf692(render: boolean, p1: number, p2: number): void;
56390
+ declare function N_0xc819f3cbb62bf692(bShouldApplyAcrossAllThreads: boolean, distanceToBlend: number, blendType: number): void;
56093
56391
  /**
56094
- * This native makes the gameplay camera zoom into first person/third person with a special effect.
56392
+ * Instructs the game engine to stop rendering scripted cameras and transition back to the gameplay camera, optionally applying custom blending and rendering options.
56393
+ * ```cpp
56394
+ * enum eRenderingOptionFlags {
56395
+ * RO_NO_OPTIONS = 0,
56396
+ * RO_STOP_RENDERING_OPTION_WHEN_PLAYER_EXITS_INTO_COVER = 1
56397
+ * };
56095
56398
  * ```
56399
+ * ```cpp
56400
+ * enum eCamSplineSmoothingFlags {
56401
+ * CAM_SPLINE_NO_SMOOTH = 0, // No smoothing just moves at a constant rate
56402
+ * CAM_SPLINE_SLOW_IN_SMOOTH = 1, // Decelerates when approaching a node
56403
+ * CAM_SPLINE_SLOW_OUT_SMOOTH = 2, // Accelerates slowly when leaving a node
56404
+ * CAM_SPLINE_SLOW_IN_OUT_SMOOTH = 3, // Decelerates when approaching a node and accelerates slowly when leaving a node
56405
+ * CAM_SPLINE_VERY_SLOW_IN = 4,
56406
+ * CAM_SPLINE_VERY_SLOW_OUT = 5,
56407
+ * CAM_SPLINE_VERY_SLOW_IN_SLOW_OUT = 6,
56408
+ * CAM_SPLINE_SLOW_IN_VERY_SLOW_OUT = 7,
56409
+ * CAM_SPLINE_VERY_SLOW_IN_VERY_SLOW_OUT = 8,
56410
+ * CAM_SPLINE_EASE_IN = 9,
56411
+ * CAM_SPLINE_EASE_OUT = 10,
56412
+ * CAM_SPLINE_QUADRATIC_EASE_IN = 11,
56413
+ * CAM_SPLINE_QUADRATIC_EASE_OUT = 12,
56414
+ * CAM_SPLINE_QUADRATIC_EASE_IN_OUT = 13,
56415
+ * CAM_SPLINE_CUBIC_EASE_IN = 14,
56416
+ * CAM_SPLINE_CUBIC_EASE_OUT = 15,
56417
+ * CAM_SPLINE_CUBIC_EASE_IN_OUT = 16,
56418
+ * CAM_SPLINE_QUARTIC_EASE_IN = 17,
56419
+ * CAM_SPLINE_QUARTIC_EASE_OUT = 18,
56420
+ * CAM_SPLINE_QUARTIC_EASE_IN_OUT = 19,
56421
+ * CAM_SPLINE_QUINTIC_EASE_IN = 20,
56422
+ * CAM_SPLINE_QUINTIC_EASE_OUT = 21,
56423
+ * CAM_SPLINE_QUINTIC_EASE_IN_OUT = 22,
56424
+ * CAM_SPLINE_CIRCULAR_EASE_IN = 23,
56425
+ * CAM_SPLINE_CIRCULAR_EASE_OUT = 24,
56426
+ * CAM_SPLINE_CIRCULAR_EASE_IN_OUT = 25
56427
+ * };
56096
56428
  * ```
56097
- * NativeDB Added Parameter 4: Any p3
56429
+ * ```
56430
+ * NativeDB Added Parameter 4: int renderingOptions : An integer bitmask of eRenderingOptionFlags to apply specific rendering behaviors during the transition. RO_NO_OPTIONS signifies no special options are applied.
56431
+ * ```
56432
+ * ```
56433
+ * NativeDB Introduced: v323
56434
+ * ```
56435
+ * @param bShouldApplyAcrossAllThreads If `true`, ensures that the rendering stop request is enforced regardless of other script threads that might still expect rendering to be active. Use with caution to avoid conflicts.
56436
+ * @param distanceToBlend Specifies the distance over which the camera should blend from the scripted camera back to the gameplay camera. A value of `0.0` uses the game's default blending distance.
56437
+ * @param blendType An integer representing `eCamSplineSmoothingFlags` to determine the smoothness of the camera transition. Common values include `CAM_SPLINE_SLOW_IN_OUT_SMOOTH` among others, defining the easing of the blend.
56098
56438
  */
56099
- declare function RenderFirstPersonCam(render: boolean, p1: number, p2: number): void;
56439
+ declare function RenderFirstPersonCam(bShouldApplyAcrossAllThreads: boolean, distanceToBlend: number, blendType: number): void;
56100
56440
 
56101
56441
  /**
56102
56442
  * STOP_ROPE_UNWINDING_FRONT
@@ -56124,19 +56464,21 @@ declare function StopSaveData(): void;
56124
56464
  declare function StopSaveStruct(): void;
56125
56465
 
56126
56466
  /**
56127
- * In drunk_controller.c4, sub_309
56128
- * if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) {
56129
- * CAM::STOP_SCRIPT_GLOBAL_SHAKING(0);
56130
- * }
56467
+ * Stops the currently active global camera shake that was initiated by a script. You can check if a global camera shake is active using [IS_SCRIPT_GLOBAL_SHAKING](#\_0xC912AF078AF19212).
56468
+ * ```
56469
+ * NativeDB Introduced: v323
56470
+ * ```
56471
+ * @param bStopImmediately A boolean indicating whether the camera shake should stop instantly (TRUE) or gradually fade out (FALSE).
56131
56472
  */
56132
- declare function StopScriptGlobalShaking(p0: boolean): void;
56473
+ declare function StopScriptGlobalShaking(bStopImmediately: boolean): void;
56133
56474
  /**
56134
- * In drunk_controller.c4, sub_309
56135
- * if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) {
56136
- * CAM::STOP_SCRIPT_GLOBAL_SHAKING(0);
56137
- * }
56475
+ * Stops the currently active global camera shake that was initiated by a script. You can check if a global camera shake is active using [IS_SCRIPT_GLOBAL_SHAKING](#\_0xC912AF078AF19212).
56476
+ * ```
56477
+ * NativeDB Introduced: v323
56478
+ * ```
56479
+ * @param bStopImmediately A boolean indicating whether the camera shake should stop instantly (TRUE) or gradually fade out (FALSE).
56138
56480
  */
56139
- declare function N_0x1c9d7949fa533490(p0: boolean): void;
56481
+ declare function N_0x1c9d7949fa533490(bStopImmediately: boolean): void;
56140
56482
 
56141
56483
  /**
56142
56484
  * STOP_SCRIPTED_CONVERSATION
@@ -56289,6 +56631,45 @@ declare function SuppressShockingEventTypeNextFrame(eventType: number): void;
56289
56631
  */
56290
56632
  declare function SuppressShockingEventsNextFrame(): void;
56291
56633
 
56634
+ /**
56635
+ * Suppresses or enables a specific type of random event for the current frame.
56636
+ * ```cpp
56637
+ * enum eEventType {
56638
+ * RC_PED_STEAL_VEHICLE = 0,
56639
+ * RC_PED_JAY_WALK_LIGHT = 1,
56640
+ * RC_COP_PURSUE = 2,
56641
+ * RC_COP_PURSUE_VEHICLE_FLEE_SPAWNED = 3,
56642
+ * RC_COP_VEHICLE_DRIVING_FAST = 4,
56643
+ * RC_COP_VEHICLE_DRIVING_SLOW = 5,
56644
+ * RC_DRIVER_RECKLESS = 6,
56645
+ * RC_DRIVER_PRO = 7,
56646
+ * RC_PED_PURSUE_WHEN_HIT_BY_CAR = 8
56647
+ * }
56648
+ * ```
56649
+ * @param eventType The type of the event to be suppressed or enabled. Use the `eEventType` enum for specific event types.
56650
+ * @param enable Set to `false` to suppress the event for this frame; set to `true` to enable it.
56651
+ */
56652
+ declare function SupressRandomEventThisFrame(eventType: number, enable: boolean): void;
56653
+ /**
56654
+ * Suppresses or enables a specific type of random event for the current frame.
56655
+ * ```cpp
56656
+ * enum eEventType {
56657
+ * RC_PED_STEAL_VEHICLE = 0,
56658
+ * RC_PED_JAY_WALK_LIGHT = 1,
56659
+ * RC_COP_PURSUE = 2,
56660
+ * RC_COP_PURSUE_VEHICLE_FLEE_SPAWNED = 3,
56661
+ * RC_COP_VEHICLE_DRIVING_FAST = 4,
56662
+ * RC_COP_VEHICLE_DRIVING_SLOW = 5,
56663
+ * RC_DRIVER_RECKLESS = 6,
56664
+ * RC_DRIVER_PRO = 7,
56665
+ * RC_PED_PURSUE_WHEN_HIT_BY_CAR = 8
56666
+ * }
56667
+ * ```
56668
+ * @param eventType The type of the event to be suppressed or enabled. Use the `eEventType` enum for specific event types.
56669
+ * @param enable Set to `false` to suppress the event for this frame; set to `true` to enable it.
56670
+ */
56671
+ declare function N_0x1eae0a6e978894a2(eventType: number, enable: boolean): void;
56672
+
56292
56673
  /**
56293
56674
  * Used in carsteal3 script with p0 = "Carsteal4_spycar".
56294
56675
  * S*
@@ -58300,6 +58681,23 @@ declare function EnableGameplayCam(toggle: boolean): void;
58300
58681
  */
58301
58682
  declare function SetFrozenRenderingDisabled(toggle: boolean): void;
58302
58683
 
58684
+ /**
58685
+ * Enable/disable optional stunt camera.
58686
+ * ```
58687
+ * NativeDB Introduced: v757
58688
+ * ```
58689
+ * @param toggle Set to `true` to enable the optional stunt jump camera angles, or `false` to disable them and use the default camera view.
58690
+ */
58691
+ declare function ToggleShowOptionalStuntJumpCamera(toggle: boolean): void;
58692
+ /**
58693
+ * Enable/disable optional stunt camera.
58694
+ * ```
58695
+ * NativeDB Introduced: v757
58696
+ * ```
58697
+ * @param toggle Set to `true` to enable the optional stunt jump camera angles, or `false` to disable them and use the default camera view.
58698
+ */
58699
+ declare function N_0xfb80ab299d2ee1bd(toggle: boolean): void;
58700
+
58303
58701
  /**
58304
58702
  * TOGGLE_STEALTH_RADAR
58305
58703
  */
@@ -59364,13 +59762,26 @@ declare function UsePlayerColourInsteadOfTeamColour(toggle: boolean): void;
59364
59762
  declare function UseSirenAsHorn(vehicle: number, toggle: boolean): void;
59365
59763
 
59366
59764
  /**
59367
- * _USE_STUNT_CAMERA_THIS_FRAME
59765
+ * Applies a predefined set of vehicle camera settings optimized for capturing stunts, effective for the current game update/frame.
59766
+ * ```
59767
+ * NativeDB Introduced: v791
59768
+ * ```
59368
59769
  */
59369
- declare function UseStuntCameraThisFrame(): void;
59770
+ declare function UseVehicleCamStuntSettingsThisUpdate(): void;
59370
59771
  /**
59371
- * _USE_STUNT_CAMERA_THIS_FRAME
59772
+ * Applies a predefined set of vehicle camera settings optimized for capturing stunts, effective for the current game update/frame.
59773
+ * ```
59774
+ * NativeDB Introduced: v791
59775
+ * ```
59372
59776
  */
59373
59777
  declare function N_0x6493cf69859b116a(): void;
59778
+ /**
59779
+ * Applies a predefined set of vehicle camera settings optimized for capturing stunts, effective for the current game update/frame.
59780
+ * ```
59781
+ * NativeDB Introduced: v791
59782
+ * ```
59783
+ */
59784
+ declare function UseStuntCameraThisFrame(): void;
59374
59785
 
59375
59786
  /**
59376
59787
  * USE_WAYPOINT_RECORDING_AS_ASSISTED_MOVEMENT_ROUTE
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@citizenfx/client",
3
- "version": "2.0.7549-1",
3
+ "version": "2.0.7568-1",
4
4
  "description": "Typings for the CitizenFX client JS API.",
5
5
  "main": "index.js",
6
6
  "scripts": {