@citizenfx/client 2.0.8101-1 → 2.0.8138-1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -25669,7 +25669,7 @@ declare function N_0x2542269291c6ac84(p0: number): number;
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  * Does nothing (it's a nullsub).
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  * NativeDB Introduced: v323
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  */
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- declare function N_0x2555cf7da5473794(): number;
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+ declare function N_0x2555cf7da5473794(): void;
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  /**
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  * NativeDB Added Parameter 1: char* p0
@@ -27473,7 +27473,7 @@ declare function N_0x6fd97159fe3c971a(p0: number, p1: number, p2: number, p3: nu
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  * Does nothing (it's a nullsub).
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  * NativeDB Introduced: v323
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  */
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- declare function N_0x6fd992c4a1c1b986(): number;
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+ declare function N_0x6fd992c4a1c1b986(): void;
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  /**
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  * HAS_*
@@ -28940,7 +28940,7 @@ declare function N_0xaeab987727c5a8a4(p0: number): boolean;
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  * Does nothing (it's a nullsub).
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  * NativeDB Introduced: v323
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  */
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- declare function N_0xaedf1bc1c133d6e3(): number;
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+ declare function N_0xaedf1bc1c133d6e3(): void;
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  /**
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  * Exemple of use(carmod_shop.c4)
@@ -42297,9 +42297,7 @@ declare function SetAnimWeight(p0: number, p1: number, p2: number, p3: number, p
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  * AUD_ANIMAL_MOOD_PLAYFUL,
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  * AUD_ANIMAL_MOOD_NUM_MOODS
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  * }
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- * ## Parameters
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- * * **animal**:
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- * * **mood**: Refer to eAudAnimalMood
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+ * @param mood Refer to eAudAnimalMood
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  */
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  declare function SetAnimalMood(animal: number, mood: number): void;
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@@ -47844,106 +47842,96 @@ declare function SetPedCombatAbility(ped: number, p1: number): void;
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  /**
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  * These combat attributes seem to be the same as the BehaviourFlags from combatbehaviour.meta.
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  * So far, these are the equivalents found:
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- * ```
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- * enum CombatAttributes
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+ * ```cpp
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+ * enum eCombatAttribute
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  * {
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- * BF_CanUseCover = 0,
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- * BF_CanUseVehicles = 1,
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- * BF_CanDoDrivebys = 2,
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- * BF_CanLeaveVehicle = 3,
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- * BF_CanUseDynamicStrafeDecisions = 4,
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- * BF_AlwaysFight = 5,
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- * _0x66BB9FCC = 6,
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- * _0x6837DA41 = 7,
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- * _0xB4A13A5A = 8,
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- * _0xEE326AAD = 9,
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- * _0x7DF2CCFA = 10,
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- * _0x0036D422 = 11,
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- * BF_BlindFireWhenInCover = 12,
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- * BF_Aggressive = 13,
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- * BF_CanInvestigate = 14,
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- * BF_HasRadio = 15,
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- * _0x6BDE28D1 = 16,
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- * BF_AlwaysFlee = 17,
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- * _0x7852797D = 18,
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- * _0x33497B95 = 19,
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- * BF_CanTauntInVehicle = 20,
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- * BF_CanChaseTargetOnFoot = 21,
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- * BF_WillDragInjuredPedsToSafety = 22,
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- * _0xCD7168B8 = 23,
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- * BF_UseProximityFiringRate = 24,
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- * _0x48F914F8 = 25,
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- * _0x2EA543D0 = 26,
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- * BF_PerfectAccuracy = 27,
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- * BF_CanUseFrustratedAdvance = 28,
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- * _0x3D131AC1 = 29,
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- * _0x3AD95F27 = 30,
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- * BF_MaintainMinDistanceToTarget = 31,
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- * _0xEAD68AD2 = 32,
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- * _0xA206C2E0 = 33,
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- * BF_CanUsePeekingVariations = 34,
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- * _0xA5715184 = 35,
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- * _0xD5265533 = 36,
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- * _0x2B84C2BF = 37,
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- * BF_DisableBulletReactions = 38,
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- * BF_CanBust = 39,
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- * _0xAA525726 = 40,
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- * BF_CanCommandeerVehicles = 41,
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- * BF_CanFlank = 42,
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- * BF_SwitchToAdvanceIfCantFindCover = 43,
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- * BF_SwitchToDefensiveIfInCover = 44,
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- * _0xEB4786A0 = 45,
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- * BF_CanFightArmedPedsWhenNotArmed = 46,
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- * _0xA08E9402 = 47,
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- * _0x952EAD7D = 48,
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- * BF_UseEnemyAccuracyScaling = 49,
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- * BF_CanCharge = 50,
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- * _0xDA8C2BD3 = 51,
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- * _0x6562F017 = 52,
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- * _0xA2C3D53B = 53,
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- * BF_AlwaysEquipBestWeapon = 54,
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- * BF_CanSeeUnderwaterPeds = 55,
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- * _0xF619486B = 56,
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- * _0x61EB63A3 = 57,
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- * BF_DisableFleeFromCombat = 58,
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- * _0x8976D12B = 59,
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- * BF_CanThrowSmokeGrenade = 60,
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- * BF_NonMissionPedsFleeFromThisPedUnlessArmed = 61,
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- * _0x5452A10C = 62,
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- * BF_FleesFromInvincibleOpponents = 63,
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- * BF_DisableBlockFromPursueDuringVehicleChase = 64,
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- * BF_DisableSpinOutDuringVehicleChase = 65,
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- * BF_DisableCruiseInFrontDuringBlockDuringVehicleChase = 66,
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- * _0x0B404731 = 67,
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- * BF_DisableReactToBuddyShot = 68,
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- * _0x7FFD6AEB = 69,
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- * _0x51F4AEF8 = 70,
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- * BF_PermitChargeBeyondDefensiveArea = 71,
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- * _0x63E0A8E2 = 72,
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- * _0xDF974436 = 73,
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- * _0x556C080B = 74,
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- * _0xA4D50035 = 75,
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- * BF_SetDisableShoutTargetPositionOnCombatStart = 76,
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- * BF_DisableRespondedToThreatBroadcast = 77,
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- * _0xCBB01765 = 78,
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- * _0x4F862ED4 = 79,
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- * _0xEF9C7C40 = 80,
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- * _0xE51B494F = 81,
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- * _0x054D0199 = 82,
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- * _0xD36BCE94 = 83,
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- * _0xFB11F690 = 84,
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- * _0xD208A9AD = 85,
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- * BF_AllowDogFighting = 86,
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- * _0x07A6E531 = 87,
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- * _0x34F9317B = 88,
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- * _0x4240F5A9 = 89,
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- * _0xEE129DBD = 90,
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- * _0x053AEAD9 = 91,
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+ * CA_INVALID = -1,
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+ * CA_USE_COVER = 0, // AI will only use cover if this is set
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+ * CA_USE_VEHICLE = 1, // AI will only use vehicles if this is set
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+ * CA_DO_DRIVEBYS = 2, // AI will only driveby from a vehicle if this is set
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+ * CA_LEAVE_VEHICLES = 3, // Will be forced to stay in a ny vehicel if this isn't set
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+ * CA_CAN_USE_DYNAMIC_STRAFE_DECISIONS = 4, // This ped can make decisions on whether to strafe or not based on distance to destination, recent bullet events, etc.
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+ * CA_ALWAYS_FIGHT = 5, // Ped will always fight upon getting threat response task
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+ * CA_FLEE_WHILST_IN_VEHICLE = 6, // If in combat and in a vehicle, the ped will flee rather than attacking
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+ * CA_JUST_FOLLOW_VEHICLE = 7, // If in combat and chasing in a vehicle, the ped will keep a distance behind rather than ramming
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+ * CA_PLAY_REACTION_ANIMS = 8, // Deprecated
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+ * CA_WILL_SCAN_FOR_DEAD_PEDS = 9, // Peds will scan for and react to dead peds found
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+ * CA_IS_A_GUARD = 10, // Deprecated
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+ * CA_JUST_SEEK_COVER = 11, // The ped will seek cover only
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+ * CA_BLIND_FIRE_IN_COVER = 12, // Ped will only blind fire when in cover
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+ * CA_AGGRESSIVE = 13, // Ped may advance
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+ * CA_CAN_INVESTIGATE = 14, // Ped can investigate events such as distant gunfire, footsteps, explosions etc
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+ * CA_CAN_USE_RADIO = 15, // Ped can use a radio to call for backup (happens after a reaction)
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+ * CA_CAN_CAPTURE_ENEMY_PEDS = 16, // Deprecated
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+ * CA_ALWAYS_FLEE = 17, // Ped will always flee upon getting threat response task
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+ * CA_CAN_TAUNT_IN_VEHICLE = 20, // Ped can do unarmed taunts in vehicle
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+ * CA_CAN_CHASE_TARGET_ON_FOOT = 21, // Ped will be able to chase their targets if both are on foot and the target is running away
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+ * CA_WILL_DRAG_INJURED_PEDS_TO_SAFETY = 22, // Ped can drag injured peds to safety
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+ * CA_REQUIRES_LOS_TO_SHOOT = 23, // Ped will require LOS to the target it is aiming at before shooting
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+ * CA_USE_PROXIMITY_FIRING_RATE = 24, // Ped is allowed to use proximity based fire rate (increasing fire rate at closer distances)
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+ * CA_DISABLE_SECONDARY_TARGET = 25, // Normally peds can switch briefly to a secondary target in combat, setting this will prevent that
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+ * CA_DISABLE_ENTRY_REACTIONS = 26, // This will disable the flinching combat entry reactions for peds, instead only playing the turn and aim anims
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+ * CA_PERFECT_ACCURACY = 27, // Force ped to be 100% accurate in all situations (added by Jay Reinebold)
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+ * CA_CAN_USE_FRUSTRATED_ADVANCE = 28, // If we don't have cover and can't see our target it's possible we will advance, even if the target is in cover
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+ * CA_MOVE_TO_LOCATION_BEFORE_COVER_SEARCH = 29, // This will have the ped move to defensive areas and within attack windows before performing the cover search
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+ * CA_CAN_SHOOT_WITHOUT_LOS = 30, // Allow shooting of our weapon even if we don't have LOS (this isn't X-ray vision as it only affects weapon firing)
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+ * CA_MAINTAIN_MIN_DISTANCE_TO_TARGET = 31, // Ped will try to maintain a min distance to the target, even if using defensive areas (currently only for cover finding + usage)
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+ * CA_CAN_USE_PEEKING_VARIATIONS = 34, // Allows ped to use steamed variations of peeking anims
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+ * CA_DISABLE_PINNED_DOWN = 35, // Disables pinned down behaviors
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+ * CA_DISABLE_PIN_DOWN_OTHERS = 36, // Disables pinning down others
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+ * CA_OPEN_COMBAT_WHEN_DEFENSIVE_AREA_IS_REACHED = 37, // When defensive area is reached the area is cleared and the ped is set to use defensive combat movement
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+ * CA_DISABLE_BULLET_REACTIONS = 38, // Disables bullet reactions
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+ * CA_CAN_BUST = 39, // Allows ped to bust the player
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+ * CA_IGNORED_BY_OTHER_PEDS_WHEN_WANTED = 40, // This ped is ignored by other peds when wanted
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+ * CA_CAN_COMMANDEER_VEHICLES = 41, // Ped is allowed to "jack" vehicles when needing to chase a target in combat
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+ * CA_CAN_FLANK = 42, // Ped is allowed to flank
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+ * CA_SWITCH_TO_ADVANCE_IF_CANT_FIND_COVER = 43, // Ped will switch to advance if they can't find cover
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+ * CA_SWITCH_TO_DEFENSIVE_IF_IN_COVER = 44, // Ped will switch to defensive if they are in cover
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+ * CA_CLEAR_PRIMARY_DEFENSIVE_AREA_WHEN_REACHED = 45, // Ped will clear their primary defensive area when it is reached
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+ * CA_CAN_FIGHT_ARMED_PEDS_WHEN_NOT_ARMED = 46, // Ped is allowed to fight armed peds when not armed
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+ * CA_ENABLE_TACTICAL_POINTS_WHEN_DEFENSIVE = 47, // Ped is not allowed to use tactical points if set to use defensive movement (will only use cover)
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+ * CA_DISABLE_COVER_ARC_ADJUSTMENTS = 48, // Ped cannot adjust cover arcs when testing cover safety (atm done on corner cover points when ped usingdefensive area + no LOS)
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+ * CA_USE_ENEMY_ACCURACY_SCALING = 49, // Ped may use reduced accuracy with large number of enemies attacking the same local player target
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+ * CA_CAN_CHARGE = 50, // Ped is allowed to charge the enemy position
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+ * CA_REMOVE_AREA_SET_WILL_ADVANCE_WHEN_DEFENSIVE_AREA_REACHED = 51, // When defensive area is reached the area is cleared and the ped is set to use will advance movement
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+ * CA_USE_VEHICLE_ATTACK = 52, // Use the vehicle attack mission during combat (only works on driver)
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+ * CA_USE_VEHICLE_ATTACK_IF_VEHICLE_HAS_MOUNTED_GUNS = 53, // Use the vehicle attack mission during combat if the vehicle has mounted guns (only works on driver)
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+ * CA_ALWAYS_EQUIP_BEST_WEAPON = 54, // Always equip best weapon in combat
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+ * CA_CAN_SEE_UNDERWATER_PEDS = 55, // Ignores in water at depth visibility check
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+ * CA_DISABLE_AIM_AT_AI_TARGETS_IN_HELIS = 56, // Will prevent this ped from aiming at any AI targets that are in helicopters
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+ * CA_DISABLE_SEEK_DUE_TO_LINE_OF_SIGHT = 57, // Disables peds seeking due to no clear line of sight
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+ * CA_DISABLE_FLEE_FROM_COMBAT = 58, // To be used when releasing missions peds if we don't want them fleeing from combat (mission peds already prevent flee)
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+ * CA_DISABLE_TARGET_CHANGES_DURING_VEHICLE_PURSUIT = 59, // Disables target changes during vehicle pursuit
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+ * CA_CAN_THROW_SMOKE_GRENADE = 60, // Ped may throw a smoke grenade at player loitering in combat
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+ * CA_CLEAR_AREA_SET_DEFENSIVE_IF_DEFENSIVE_CANNOT_BE_REACHED = 62, // Will clear a set defensive area if that area cannot be reached
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+ * CA_DISABLE_BLOCK_FROM_PURSUE_DURING_VEHICLE_CHASE = 64, // Disable block from pursue during vehicle chases
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+ * CA_DISABLE_SPIN_OUT_DURING_VEHICLE_CHASE = 65, // Disable spin out during vehicle chases
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+ * CA_DISABLE_CRUISE_IN_FRONT_DURING_BLOCK_DURING_VEHICLE_CHASE = 66, // Disable cruise in front during block during vehicle chases
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+ * CA_CAN_IGNORE_BLOCKED_LOS_WEIGHTING = 67, // Makes it more likely that the ped will continue targeting a target with blocked los for a few seconds
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+ * CA_DISABLE_REACT_TO_BUDDY_SHOT = 68, // Disables the react to buddy shot behaviour.
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+ * CA_PREFER_NAVMESH_DURING_VEHICLE_CHASE = 69, // Prefer pathing using navmesh over road nodes
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+ * CA_ALLOWED_TO_AVOID_OFFROAD_DURING_VEHICLE_CHASE = 70, // Ignore road edges when avoiding
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+ * CA_PERMIT_CHARGE_BEYOND_DEFENSIVE_AREA = 71, // Permits ped to charge a target outside the assigned defensive area.
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+ * CA_USE_ROCKETS_AGAINST_VEHICLES_ONLY = 72, // This ped will switch to an RPG if target is in a vehicle, otherwise will use alternate weapon.
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+ * CA_DISABLE_TACTICAL_POINTS_WITHOUT_CLEAR_LOS = 73, // Disables peds moving to a tactical point without clear los
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+ * CA_DISABLE_PULL_ALONGSIDE_DURING_VEHICLE_CHASE = 74, // Disables pull alongside during vehicle chase
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+ * CA_DISABLE_ALL_RANDOMS_FLEE = 78, // If set on a ped, they will not flee when all random peds flee is set to TRUE (they are still able to flee due to other reasons)
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+ * CA_WILL_GENERATE_DEAD_PED_SEEN_SCRIPT_EVENTS = 79, // This ped will send out a script DeadPedSeenEvent when they see a dead ped
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+ * CA_USE_MAX_SENSE_RANGE_WHEN_RECEIVING_EVENTS = 80, // This will use the receiving peds sense range rather than the range supplied to the communicate event
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+ * CA_RESTRICT_IN_VEHICLE_AIMING_TO_CURRENT_SIDE = 81, // When aiming from a vehicle the ped will only aim at targets on his side of the vehicle
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+ * CA_USE_DEFAULT_BLOCKED_LOS_POSITION_AND_DIRECTION = 82, // LOS to the target is blocked we return to our default position and direction until we have LOS (no aiming)
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+ * CA_REQUIRES_LOS_TO_AIM = 83, // LOS to the target is blocked we return to our default position and direction until we have LOS (no aiming)
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+ * CA_CAN_CRUISE_AND_BLOCK_IN_VEHICLE = 84, // Allow vehicles spawned infront of target facing away to enter cruise and wait to block approaching target
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+ * CA_PREFER_AIR_COMBAT_WHEN_IN_AIRCRAFT = 85, // Peds flying aircraft will prefer to target other aircraft over entities on the ground
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+ * CA_ALLOW_DOG_FIGHTING = 86, //Allow peds flying aircraft to use dog fighting behaviours
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+ * CA_PREFER_NON_AIRCRAFT_TARGETS = 87, // This will make the weight of targets who aircraft vehicles be reduced greatly compared to targets on foot or in ground based vehicles
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+ * CA_PREFER_KNOWN_TARGETS_WHEN_COMBAT_CLOSEST_TARGET = 88, //When peds are tasked to go to combat, they keep searching for a known target for a while before forcing an unknown one
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+ * CA_FORCE_CHECK_ATTACK_ANGLE_FOR_MOUNTED_GUNS = 89, // Only allow mounted weapons to fire if within the correct attack angle (default 25-degree cone). On a flag in order to keep exiting behaviour and only fix in specific cases.
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+ * CA_BLOCK_FIRE_FOR_VEHICLE_PASSENGER_MOUNTED_GUNS = 90 // Blocks the firing state for passenger-controlled mounted weapons. Existing flags CA_USE_VEHICLE_ATTACK and CA_USE_VEHICLE_ATTACK_IF_VEHICLE_HAS_MOUNTED_GUNS only work for drivers.
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  * };
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  * ```
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- * The source for this enum is [here](https://alexguirre.github.io/rage-parser-dumps/dump.html?game=gta5\&build=2944#\_0x0E8E7201).
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  * @param ped The ped to set attributes to.
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- * @param attributeIndex The attribute index to set.
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+ * @param attributeIndex The attribute index to set. See `eCombatAttribute` enum.
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  * @param enabled A boolean to enable/disable the attribute (true/false).
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  */
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  declare function SetPedCombatAttributes(ped: number, attributeIndex: number, enabled: boolean): void;
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@citizenfx/client",
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- "version": "2.0.8101-1",
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+ "version": "2.0.8138-1",
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  "description": "Typings for the CitizenFX client JS API.",
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  "main": "index.js",
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  "scripts": {