@citizenfx/server 2.0.6550-1 → 2.0.6552-1

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Files changed (2) hide show
  1. package/natives_server.d.ts +74 -35
  2. package/package.json +1 -1
@@ -141,8 +141,9 @@ declare function CanPlayerStartCommerceSession(playerSrc: string): boolean;
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  declare function CancelEvent(): void;
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  /**
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- * List of component/props ID
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- * gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
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+ * CLEAR_PED_PROP
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+ * @param ped The ped handle.
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+ * @param propId The prop id you want to clear from the ped. Refer to [SET_PED_PROP_INDEX](#\_0x93376B65A266EB5F).
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  */
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  declare function ClearPedProp(ped: number, propId: number): void;
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@@ -285,6 +286,12 @@ declare function DoesBoatSinkWhenWrecked(vehicle: number): boolean;
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  */
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  declare function DoesEntityExist(entity: number): boolean;
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+ /**
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+ * Returns whether or not the player exists
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+ * @return True of the player exists, false otherwise
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+ */
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+ declare function DoesPlayerExist(playerSrc: string): boolean;
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+
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  /**
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  * Requests whether or not the player owns the specified SKU.
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  * @param playerSrc The player handle
@@ -1787,26 +1794,43 @@ declare function SetPedCanRagdoll(ped: number, toggle: boolean): void;
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  /**
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  * This native is used to set component variation on a ped. Components, drawables and textures IDs are related to the ped model.
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  * ### MP Freemode list of components
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- * **0**: Face\
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- * **1**: Mask\
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- * **2**: Hair\
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- * **3**: Torso\
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- * **4**: Leg\
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- * **5**: Parachute / bag\
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- * **6**: Shoes\
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- * **7**: Accessory\
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- * **8**: Undershirt\
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- * **9**: Kevlar\
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- * **10**: Badge\
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+ * **0**: Face
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+ * **1**: Mask
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+ * **2**: Hair
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+ * **3**: Torso
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+ * **4**: Leg
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+ * **5**: Parachute / bag
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+ * **6**: Shoes
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+ * **7**: Accessory
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+ * **8**: Undershirt
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+ * **9**: Kevlar
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+ * **10**: Badge
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  * **11**: Torso 2
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- * ### Related and useful natives
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- * [GET_NUMBER_OF_PED_DRAWABLE_VARIATIONS](#\_0x27561561732A7842)\
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- * [GET_NUMBER_OF_PED_TEXTURE_VARIATIONS](#\_0x8F7156A3142A6BAD)
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- * [List of component/props ID](gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html) of player_two with examples
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+ * List of Component IDs
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+ * ```cpp
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+ * // Components
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+ * enum ePedVarComp
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+ * {
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+ * PV_COMP_INVALID = 0xFFFFFFFF,
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+ * PV_COMP_HEAD = 0, // "HEAD"
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+ * PV_COMP_BERD = 1, // "BEARD"
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+ * PV_COMP_HAIR = 2, // "HAIR"
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+ * PV_COMP_UPPR = 3, // "UPPER"
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+ * PV_COMP_LOWR = 4, // "LOWER"
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+ * PV_COMP_HAND = 5, // "HAND"
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+ * PV_COMP_FEET = 6, // "FEET"
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+ * PV_COMP_TEEF = 7, // "TEETH"
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+ * PV_COMP_ACCS = 8, // "ACCESSORIES"
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+ * PV_COMP_TASK = 9, // "TASK"
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+ * PV_COMP_DECL = 10, // "DECL"
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+ * PV_COMP_JBIB = 11, // "JBIB"
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+ * PV_COMP_MAX = 12,
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+ * };
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+ * ```
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  * @param ped The ped handle.
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  * @param componentId The component that you want to set.
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- * @param drawableId The drawable id that is going to be set.
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- * @param textureId The texture id of the drawable.
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+ * @param drawableId The drawable id that is going to be set. Refer to [GET_NUMBER_OF_PED_DRAWABLE_VARIATIONS](#\_0x27561561732A7842).
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+ * @param textureId The texture id of the drawable. Refer to [GET_NUMBER_OF_PED_TEXTURE_VARIATIONS](#\_0x8F7156A3142A6BAD).
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  * @param paletteId 0 to 3.
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  */
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  declare function SetPedComponentVariation(ped: number, componentId: number, drawableId: number, textureId: number, paletteId: number): void;
@@ -2429,33 +2453,48 @@ declare function SetPedIntoVehicle(ped: number, vehicle: number, seatIndex: numb
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  /**
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  * This native is used to set prop variation on a ped. Components, drawables and textures IDs are related to the ped model.
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  * ### MP Freemode list of props
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- * **0**: Hat\
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- * **1**: Glass\
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- * **2**: Ear\
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- * **6**: Watch\
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- * **7**: Bracelet
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- * ### Related and useful natives
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- * [GET_NUMBER_OF_PED_PROP_DRAWABLE_VARIATIONS](#\_0x5FAF9754E789FB47)\
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- * [GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS](#\_0xA6E7F1CEB523E171)
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- * [List of component/props ID](https://gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html) of player_two with examples
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+ * **0**: Hats
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+ * **1**: Glasses
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+ * **2**: Ears
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+ * **6**: Watches
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+ * **7**: Bracelets
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+ * List of Prop IDs
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+ * ```cpp
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+ * // Props
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+ * enum eAnchorPoints
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+ * {
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+ * ANCHOR_HEAD = 0, // "p_head"
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+ * ANCHOR_EYES = 1, // "p_eyes"
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+ * ANCHOR_EARS = 2, // "p_ears"
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+ * ANCHOR_MOUTH = 3, // "p_mouth"
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+ * ANCHOR_LEFT_HAND = 4, // "p_lhand"
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+ * ANCHOR_RIGHT_HAND = 5, // "p_rhand"
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+ * ANCHOR_LEFT_WRIST = 6, // "p_lwrist"
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+ * ANCHOR_RIGHT_WRIST = 7, // "p_rwrist"
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+ * ANCHOR_HIP = 8, // "p_lhip"
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+ * ANCHOR_LEFT_FOOT = 9, // "p_lfoot"
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+ * ANCHOR_RIGHT_FOOT = 10, // "p_rfoot"
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+ * ANCHOR_PH_L_HAND = 11, // "ph_lhand"
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+ * ANCHOR_PH_R_HAND = 12, // "ph_rhand"
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+ * NUM_ANCHORS = 13,
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+ * };
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+ * ```
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  * @param ped The ped handle.
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- * @param componentId The component that you want to set.
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- * @param drawableId The drawable id that is going to be set.
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- * @param textureId The texture id of the drawable.
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+ * @param componentId The component that you want to set. Refer to [SET_PED_COMPONENT_VARIATION](#\_0x262B14F48D29DE80).
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+ * @param drawableId The drawable id that is going to be set. Refer to [GET_NUMBER_OF_PED_PROP_DRAWABLE_VARIATIONS](#\_0x5FAF9754E789FB47).
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+ * @param textureId The texture id of the drawable. Refer to [GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS](#\_0xA6E7F1CEB523E171).
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  * @param attach Attached or not.
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  */
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  declare function SetPedPropIndex(ped: number, componentId: number, drawableId: number, textureId: number, attach: boolean): void;
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  /**
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  * p1 is always 0 in R* scripts; and a quick disassembly seems to indicate that p1 is unused.
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- * List of component/props ID:
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- * gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
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  */
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  declare function SetPedRandomComponentVariation(ped: number, p1: number): void;
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  /**
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- * List of component/props ID
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- * gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
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+ * SET_PED_RANDOM_PROPS
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+ * @param ped The ped handle.
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  */
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  declare function SetPedRandomProps(ped: number): void;
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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@citizenfx/server",
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- "version": "2.0.6550-1",
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+ "version": "2.0.6552-1",
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  "description": "Typings for the CitizenFX server JS API.",
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  "main": "index.js",
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  "scripts": {