@citizenfx/client 2.0.7630-1 → 2.0.7660-1

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@@ -1748,6 +1748,21 @@ declare function AreOutriggerLegsDeployed(vehicle: number): boolean;
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  */
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  declare function N_0x3a9128352eac9e85(vehicle: number): boolean;
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+ /**
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+ * Queries whether the control panels of a plane are intact. This native is used to determine the operational status of a plane's cockpit controls, which can affect the plane's flyability.
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+ * @param vehicle The vehicle to check. This should be a plane.
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+ * @param checkForZeroHealth If set to `true`, the native also checks if the plane's health is zero, indicating it is completely destroyed. If `false`, only the state of the control panels is considered.
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+ * @return Returns `true` if the plane's control panels are intact, and, depending on the `checkForZeroHealth` parameter, the plane is not completely destroyed. Returns `false` if the control panels are damaged or the plane is destroyed (when `checkForZeroHealth` is `true`).
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+ */
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+ declare function ArePlaneControlPanelsIntact(vehicle: number, checkForZeroHealth: boolean): boolean;
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+ /**
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+ * Queries whether the control panels of a plane are intact. This native is used to determine the operational status of a plane's cockpit controls, which can affect the plane's flyability.
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+ * @param vehicle The vehicle to check. This should be a plane.
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+ * @param checkForZeroHealth If set to `true`, the native also checks if the plane's health is zero, indicating it is completely destroyed. If `false`, only the state of the control panels is considered.
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+ * @return Returns `true` if the plane's control panels are intact, and, depending on the `checkForZeroHealth` parameter, the plane is not completely destroyed. Returns `false` if the control panels are damaged or the plane is destroyed (when `checkForZeroHealth` is `true`).
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+ */
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+ declare function N_0xf78f94d60248c737(vehicle: number, checkForZeroHealth: boolean): boolean;
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+
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  /**
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  * ARE_PLANE_PROPELLERS_INTACT
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  */
@@ -25496,16 +25511,6 @@ declare function N_0x265635150fb0d82e(): void;
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  */
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  declare function N_0x26d7399b9587fe89(p0: number): void;
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- /**
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- * 0x26D99D5A82FD18E8
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- */
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- declare function N_0x26d99d5a82fd18e8(p0: number): void;
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-
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- /**
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- * NativeDB Introduced: v1290
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- */
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- declare function N_0x26e13d440e7f6064(vehicle: number, value: number): void;
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-
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  /**
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  * 0x26F07DD83A5F7F98
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  */
@@ -30064,11 +30069,6 @@ declare function N_0xed5fd7af10f5e262(p0: number, p1: number, p2: number, p3: nu
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  */
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  declare function N_0xed76d195e6e3bf7f(p0: number, p1: number, p2: number, p3: number): void;
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- /**
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- * 0xEDBC8405B3895CC9
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- */
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- declare function N_0xedbc8405b3895cc9(p0: number, p1: number): void;
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-
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  /**
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  * 0xEDBF6C9B0D2C65C8
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  */
@@ -30246,11 +30246,6 @@ declare function N_0xf6f4383b7c92f11a(p0: number): void;
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  */
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  declare function N_0xf78b803082d4386f(p0: number): void;
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- /**
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- * 0xF78F94D60248C737
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- */
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- declare function N_0xf78f94d60248c737(vehicle: number, p1: boolean): boolean;
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-
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  /**
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  * 0xF814FEC6A19FD6E0
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  */
@@ -39297,6 +39292,7 @@ declare function RemoveAnimSet(animSet: string): void;
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  /**
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  * Removes the blip from your map.
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+ * **Note:** This function only works on the script that created the blip, if you wish to remove blips created by other scripts, see [`SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT`](#\_0x86A652570E5F25DD).
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  * @param blip Blip handle to remove.
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  */
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  declare function RemoveBlip(blip: number): void;
@@ -43632,6 +43628,23 @@ declare function N_0x2632482fd6b9ab87(): void;
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  */
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  declare function SetDisableAmbientMeleeMove(player: number, toggle: boolean): void;
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+ /**
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+ * Disables the additional physics forces applied to BMX bikes that enable them to perform tricks.
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+ * ```
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+ * NativeDB Introduced: v463
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+ * ```
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+ * @param disableExtraTrickForces Set to `true` to disable the extra forces applied for tricks on BMX bicycles, making the bike behave more like a regular bicycle without trick capabilities. Set to `false` to allow BMX bikes to perform tricks normally.
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+ */
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+ declare function SetDisableBmxExtraTrickForces(disableExtraTrickForces: boolean): void;
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+ /**
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+ * Disables the additional physics forces applied to BMX bikes that enable them to perform tricks.
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+ * ```
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+ * NativeDB Introduced: v463
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+ * ```
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+ * @param disableExtraTrickForces Set to `true` to disable the extra forces applied for tricks on BMX bicycles, making the bike behave more like a regular bicycle without trick capabilities. Set to `false` to allow BMX bikes to perform tricks normally.
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+ */
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+ declare function N_0x26d99d5a82fd18e8(disableExtraTrickForces: boolean): void;
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+
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  /**
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  * SET_DISABLE_BREAKING
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  */
@@ -43646,11 +43659,51 @@ declare function SetDisableDecalRenderingThisFrame(): void;
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  */
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  declare function N_0x4b5cfc83122df602(): void;
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+ /**
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+ * Prevents a vehicle from exploding upon sustaining body damage from physical collisions. This can be used to increase the durability of vehicles in high-impact scenarios, such as races or combat situations, by preventing them from being destroyed due to collision-induced body damage.
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+ * For helicopters, you might want to check [`SET_DISABLE_HELI_EXPLODE_FROM_BODY_DAMAGE`](#\_0xEDBC8405B3895CC9) instead.
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+ * ```
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+ * NativeDB Introduced: v1290
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+ * ```
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+ * @param vehicle The vehicle to apply this setting to.
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+ * @param disableExplode `true` to disable explosion from body damage on collision; `false` to allow explosions as normal.
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+ */
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+ declare function SetDisableExplodeFromBodyDamageOnCollision(vehicle: number, disableExplode: boolean): void;
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+ /**
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+ * Prevents a vehicle from exploding upon sustaining body damage from physical collisions. This can be used to increase the durability of vehicles in high-impact scenarios, such as races or combat situations, by preventing them from being destroyed due to collision-induced body damage.
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+ * For helicopters, you might want to check [`SET_DISABLE_HELI_EXPLODE_FROM_BODY_DAMAGE`](#\_0xEDBC8405B3895CC9) instead.
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+ * ```
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+ * NativeDB Introduced: v1290
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+ * ```
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+ * @param vehicle The vehicle to apply this setting to.
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+ * @param disableExplode `true` to disable explosion from body damage on collision; `false` to allow explosions as normal.
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+ */
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+ declare function N_0x26e13d440e7f6064(vehicle: number, disableExplode: boolean): void;
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+
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  /**
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  * SET_DISABLE_FRAG_DAMAGE
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  */
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  declare function SetDisableFragDamage(object: number, toggle: boolean): void;
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+ /**
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+ * Prevents a helicopter from exploding due to relatively minor body damage. This native can be particularly useful in gameplay scenarios or missions where helicopters are subject to damage that would not realistically cause an explosion, ensuring they remain operational unless subjected to more significant damage.
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+ * ```
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+ * NativeDB Introduced: v1103
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+ * ```
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+ * @param helicopter The helicopter to apply this setting to.
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+ * @param disableExplode `true` to disable explosion from body damage on collision; `false` to allow explosions as normal.
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+ */
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+ declare function SetDisableHeliExplodeFromBodyDamage(helicopter: number, disableExplode: boolean): void;
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+ /**
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+ * Prevents a helicopter from exploding due to relatively minor body damage. This native can be particularly useful in gameplay scenarios or missions where helicopters are subject to damage that would not realistically cause an explosion, ensuring they remain operational unless subjected to more significant damage.
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+ * ```
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+ * NativeDB Introduced: v1103
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+ * ```
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+ * @param helicopter The helicopter to apply this setting to.
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+ * @param disableExplode `true` to disable explosion from body damage on collision; `false` to allow explosions as normal.
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+ */
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+ declare function N_0xedbc8405b3895cc9(helicopter: number, disableExplode: boolean): void;
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+
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  /**
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  * Disables wings for `Deluxo` and `Oppressor MK II`. For the Deluxo, it retracts the wings immediately, preventing flight. For the Oppressor Mk II, the wings retract after landing and take-off is not possible, though it can still glide if launched into the air.
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  * @param vehicle The vehicle to which the toggle will be applied.
@@ -47064,21 +47117,6 @@ declare function SetPedAudioFootstepLoud(ped: number, toggle: boolean): void;
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  */
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  declare function N_0x0653b735bfbdfe87(ped: number, toggle: boolean): void;
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- /**
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- * Enables/disables ped's "quiet" footstep sound.
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- * ```
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- * ```
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- * NativeDB Introduced: v1493
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- */
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- declare function SetPedAudioFootstepQuiet(ped: number, toggle: boolean): void;
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- /**
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- * Enables/disables ped's "quiet" footstep sound.
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- * ```
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- * ```
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- * NativeDB Introduced: v1493
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- */
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- declare function N_0x29da3ca8d8b2692d(ped: number, toggle: boolean): void;
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-
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  /**
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  * _SET_PED_AUDIO_GENDER
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  */
@@ -47305,6 +47343,19 @@ declare function SetPedCapsule(ped: number, value: number): void;
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  */
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  declare function SetPedChanceOfFiringBlanks(ped: number, xBias: number, yBias: number): void;
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+ /**
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+ * NativeDB Introduced: v1493
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+ */
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+ declare function SetPedClothEventsEnabled(ped: number, enabled: boolean): void;
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+ /**
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+ * NativeDB Introduced: v1493
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+ */
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+ declare function N_0x29da3ca8d8b2692d(ped: number, enabled: boolean): void;
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+ /**
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+ * NativeDB Introduced: v1493
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+ */
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+ declare function SetPedAudioFootstepQuiet(ped: number, enabled: boolean): void;
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+
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  /**
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  * SET_PED_CLOTH_PACKAGE_INDEX
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  */
@@ -51393,7 +51444,8 @@ declare function SetThirdPersonAimCamNearClip(distance: number): void;
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  declare function SetThisScriptCanBePaused(toggle: boolean): void;
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  /**
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- * SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT
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+ * Normally, blips can only be removed by the script or resource that created them. However, this native function allows a script to bypass this logic and remove blips from any script.
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+ * @param toggle Bool indicating if the script that called this native can remove blips created by other scripts.
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  */
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  declare function SetThisScriptCanRemoveBlipsCreatedByAnyScript(toggle: boolean): void;
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@@ -53131,7 +53183,7 @@ declare function SetVehicleRadioEnabled(vehicle: number, toggle: boolean): void;
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  /**
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  * SET_VEHICLE_RADIO_LOUD
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  */
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- declare function SetVehicleRadioLoud(vehicle: number, toggle: boolean): void;
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+ declare function SetVehicleRadioLoud(vehicle: number, loud: boolean): void;
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53136
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  /**
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  * _SET_VEHICLE_RAMP_LAUNCH_MODIFIER
@@ -53302,22 +53354,14 @@ declare function N_0x1cf38d529d7441d9(vehicle: number, toggle: boolean): void;
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53303
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  /**
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  * Overrides the vehicle's startup engine rev sound.
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- * 2 calls found in the b617d scripts:
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- * ```cpp
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- * AUDIO::SET_VEHICLE_STARTUP_REV_SOUND(l_A42, "Franklin_Bike_Rev", "BIG_SCORE_3A_SOUNDS");
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- * AUDIO::SET_VEHICLE_STARTUP_REV_SOUND(l_166, "Trevor_Revs_Off", "PALETO_SCORE_SETUP_SOUNDS");
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- * ```
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+ * You can reset this with [RESET_VEHICLE_STARTUP_REV_SOUND](#\_0xD2DCCD8E16E20997)
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  */
53311
- declare function SetVehicleStartupRevSound(vehicle: number, p1: string, p2: string): void;
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+ declare function SetVehicleStartupRevSound(vehicle: number, soundName: string, setName: string): void;
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  /**
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  * Overrides the vehicle's startup engine rev sound.
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- * 2 calls found in the b617d scripts:
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- * ```cpp
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- * AUDIO::SET_VEHICLE_STARTUP_REV_SOUND(l_A42, "Franklin_Bike_Rev", "BIG_SCORE_3A_SOUNDS");
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- * AUDIO::SET_VEHICLE_STARTUP_REV_SOUND(l_166, "Trevor_Revs_Off", "PALETO_SCORE_SETUP_SOUNDS");
53318
- * ```
53362
+ * You can reset this with [RESET_VEHICLE_STARTUP_REV_SOUND](#\_0xD2DCCD8E16E20997)
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  */
53320
- declare function N_0xf1f8157b8c3f171c(vehicle: number, p1: string, p2: string): void;
53364
+ declare function N_0xf1f8157b8c3f171c(vehicle: number, soundName: string, setName: string): void;
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  /**
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  * Locks the vehicle's steering to the desired angle, explained below.
@@ -55125,30 +55169,9 @@ declare function StabiliseEntityAttachedToHeli(vehicle: number, entity: number,
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  declare function N_0x374706271354cb18(vehicle: number, entity: number, p2: number): void;
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55170
 
55127
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  /**
55128
- * Example:
55129
- * This will start the alarm at Fort Zancudo.
55130
- * AUDIO::START_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS", 1);
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- * First parameter (char) is the name of the alarm.
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- * Second parameter (bool) is unknown, it does not seem to make a difference if this one is 0 or 1.
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- * ----------
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- * It DOES make a difference but it has to do with the duration or something I dunno yet
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- * ----------
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- * Found in the b617d scripts:
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- * AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS", 0);
55138
- * AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER", 1);
55139
- * AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER_B", 0);
55140
- * AUDIO::START_ALARM("BIG_SCORE_HEIST_VAULT_ALARMS", a_0);
55141
- * AUDIO::START_ALARM("FBI_01_MORGUE_ALARMS", 1);
55142
- * AUDIO::START_ALARM("FIB_05_BIOTECH_LAB_ALARMS", 0);
55143
- * AUDIO::START_ALARM("JEWEL_STORE_HEIST_ALARMS", 0);
55144
- * AUDIO::START_ALARM("PALETO_BAY_SCORE_ALARM", 1);
55145
- * AUDIO::START_ALARM("PALETO_BAY_SCORE_CHICKEN_FACTORY_ALARM", 0);
55146
- * AUDIO::START_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS", 1);
55147
- * AUDIO::START_ALARM("PORT_OF_LS_HEIST_SHIP_ALARMS", 0);
55148
- * AUDIO::START_ALARM("PRISON_ALARMS", 0);
55149
- * AUDIO::START_ALARM("PROLOGUE_VAULT_ALARMS", 0);
55150
- */
55151
- declare function StartAlarm(alarmName: string, p2: boolean): void;
55172
+ * You should call [PREPARE_ALARM](#\_0x9D74AE343DB65533) and wait for its value to be true before using this
55173
+ */
55174
+ declare function StartAlarm(alarmName: string, skipStartup: boolean): void;
55152
55175
 
55153
55176
  /**
55154
55177
  * Used to prepare a scene where the surrounding sound is muted or a bit changed. This does not play any sound.
@@ -55571,7 +55594,7 @@ declare function StartPlayerSwitch(_from: number, to: number, flags: number, swi
55571
55594
  declare function StartPlayerTeleport(player: number, x: number, y: number, z: number, heading: number, teleportWithVehicle: boolean, findCollisionLand: boolean, p7: boolean): void;
55572
55595
 
55573
55596
  /**
55574
- * START_PRELOADED_CONVERSATION
55597
+ * For use with [PRELOAD_SCRIPT_CONVERSATION](#\_0x3B3CAD6166916D87) and [GET_IS_PRELOADED_CONVERSATION_READY](#\_0xE73364DB90778FFA)
55575
55598
  */
55576
55599
  declare function StartPreloadedConversation(): void;
55577
55600
 
@@ -55625,8 +55648,11 @@ declare function StartSaveStruct(size: number, structName: string): number;
55625
55648
 
55626
55649
  /**
55627
55650
  * START_SCRIPT_CONVERSATION
55651
+ * @param addToBriefScreen Defaults to true
55652
+ * @param cloneConversation Defaults to false
55653
+ * @param interruptible Defaults to true
55628
55654
  */
55629
- declare function StartScriptConversation(p0: boolean, p1: boolean, p2: boolean, p3: boolean): void;
55655
+ declare function StartScriptConversation(displaySubtitles: boolean, addToBriefScreen: boolean, cloneConversation: boolean, interruptible: boolean): void;
55630
55656
 
55631
55657
  /**
55632
55658
  * Starts a fire:
@@ -55638,8 +55664,9 @@ declare function StartScriptFire(X: number, Y: number, Z: number, maxChildren: n
55638
55664
 
55639
55665
  /**
55640
55666
  * START_SCRIPT_PHONE_CONVERSATION
55667
+ * @param addToBriefScreen Defaults to true
55641
55668
  */
55642
- declare function StartScriptPhoneConversation(p0: boolean, p1: boolean): void;
55669
+ declare function StartScriptPhoneConversation(displaySubtitles: boolean, addToBriefScreen: boolean): void;
55643
55670
 
55644
55671
  /**
55645
55672
  * See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) for flags.
@@ -56235,18 +56262,16 @@ declare function StatSetUserId(statName: string | number, value: string, save: b
56235
56262
  declare function StatSlotIsLoaded(p0: number): boolean;
56236
56263
 
56237
56264
  /**
56238
- * Example:
56239
- * This will stop the alarm at Fort Zancudo.
56240
- * AUDIO::STOP_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS", 1);
56241
- * First parameter (char) is the name of the alarm.
56242
- * Second parameter (bool) has to be true (1) to have any effect.
56265
+ * STOP_ALARM
56266
+ * @param instantStop Whether to kill the alarm instantly, or to let the audio system turn it off when it becomes inaudible
56243
56267
  */
56244
- declare function StopAlarm(alarmName: string, toggle: boolean): void;
56268
+ declare function StopAlarm(alarmName: string, instantStop: boolean): void;
56245
56269
 
56246
56270
  /**
56247
56271
  * STOP_ALL_ALARMS
56272
+ * @param instantStop Whether to kill the alarm instantly, or to let the audio system turn it off when it becomes inaudible
56248
56273
  */
56249
- declare function StopAllAlarms(stop: boolean): void;
56274
+ declare function StopAllAlarms(instantStop: boolean): void;
56250
56275
 
56251
56276
  /**
56252
56277
  * STOP_ALL_GARAGE_ACTIVITY
@@ -56270,9 +56295,9 @@ declare function StopAnimTask(ped: number, animDictionary: string, animationName
56270
56295
  declare function StopAnyPedModelBeingSuppressed(): void;
56271
56296
 
56272
56297
  /**
56273
- * STOP_AUDIO_SCENE
56298
+ * Stops the named mixing scene (which was previously started by this script)
56274
56299
  */
56275
- declare function StopAudioScene(scene: string): void;
56300
+ declare function StopAudioScene(sceneName: string): void;
56276
56301
 
56277
56302
  /**
56278
56303
  * Stops all mixed scenes which were previously started by this script
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@citizenfx/client",
3
- "version": "2.0.7630-1",
3
+ "version": "2.0.7660-1",
4
4
  "description": "Typings for the CitizenFX client JS API.",
5
5
  "main": "index.js",
6
6
  "scripts": {