@citizenfx/server 2.0.10048-1 → 2.0.10188-1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/natives_server.d.ts +57 -0
- package/package.json +1 -1
package/natives_server.d.ts
CHANGED
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@@ -557,6 +557,13 @@ declare function GetEntityMaxHealth(entity: number): number;
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557
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*/
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declare function GetEntityModel(entity: number): number;
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560
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/**
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* GET_ENTITY_ORPHAN_MODE
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* @param entity The entity to get the orphan mode of
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* @return Returns the entities current orphan mode, refer to enum in [SET_ENTITY_ORPHAN_MODE](#\_0x489E9162)
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*/
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declare function GetEntityOrphanMode(entity: number): number;
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/**
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* This native gets an entity's population type.
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* @param entity the entity to obtain the population type from
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@@ -696,6 +703,7 @@ declare function GetGameName(): string;
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* ### Supported pools
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* * `CPed`: Peds (including animals) and players.
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* * `CObject`: Objects (props), doors, and projectiles.
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* * `CNetObject`: Networked objects
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* * `CVehicle`: Vehicles.
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* * `CPickup`: Pickups.
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* @param poolName The pool name to get a list of entities from.
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@@ -1396,6 +1404,33 @@ declare function GetVehicleLivery(vehicle: number): number;
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*/
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declare function GetVehicleLockOnTarget(vehicle: number): number;
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/**
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* Getter to check the neon colour of a vehicle. This native is the server side getter of [GET_VEHICLE_NEON_LIGHTS_COLOUR](#\_0x7619EEE8C886757F).
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* @param vehicle The vehicle to check.
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* @param red Pointer to an integer where the red component of the neon color will be stored.
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* @param green Pointer to an integer where the green component of the neon color will be stored.
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* @param blue Pointer to an integer where the blue component of the neon color will be stored.
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* @return None. The neon color values are retrieved and stored in the `red`, `green`, and `blue` pointers. Make sure to store the returned values in variables for further use.
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*/
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declare function GetVehicleNeonColour(vehicle: number): [number, number, number];
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/**
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* Getter to check if one of the neon lights of a vehicle is enabled. This native is the server side getter of [IS_VEHICLE_NEON_LIGHT_ENABLED](#\_0x8C4B92553E4766A5).
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* ```cpp
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* enum neonIndex
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* {
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* NEON_BACK = 0, // Back neon
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* NEON_RIGHT = 1, // Right neon
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* NEON_LEFT = 2, // Left neon
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* NEON_FRONT = 3 // Front neon
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* };
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* ```
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* @param vehicle The vehicle to check.
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* @param neonIndex A value from the neonIndex enum representing the neon light to check.
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* @return Returns `true` if the specified neon light is enabled, `false` otherwise.
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*/
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declare function GetVehicleNeonEnabled(vehicle: number, neonIndex: number): boolean;
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/**
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* GET_VEHICLE_NUMBER_PLATE_TEXT
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*/
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@@ -1946,6 +1981,28 @@ declare function SetEntityHeading(entity: number, heading: number): void;
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*/
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declare function SetEntityIgnoreRequestControlFilter(entity: number, ignore: boolean): void;
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/**
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* ```cpp
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* enum EntityOrphanMode {
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* // Default, this will delete the entity when it isn't relevant to any players
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* // NOTE: this *doesn't* mean when they're no longer in scope
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* DeleteWhenNotRelevant = 0,
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* // The entity will be deleted whenever its original owner disconnects
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* // NOTE: if this is set when the entities original owner has already left it will be
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* // marked for deletion (similar to just calling DELETE_ENTITY)
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* DeleteOnOwnerDisconnect = 1,
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* // The entity will never be deleted by the server when it does relevancy checks
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* // you should only use this on entities that need to be relatively persistent
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* KeepEntity = 2
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* }
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* ```
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* Sets what happens when the entity is orphaned and no longer has its original owner.
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* **NOTE**: This native doesn't guarantee the persistence of the entity.
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* @param entity The entity to set the orphan mode of
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* @param orphanMode The mode that the server should use for determining if an entity should be removed.
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*/
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declare function SetEntityOrphanMode(entity: number, orphanMode: number): void;
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/**
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* Sets the rotation of a specified entity in the game world.
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* ```
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