@citizenfx/server 2.0.6550-1 → 2.0.6552-1
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 +74 -35
- package/package.json +1 -1
package/natives_server.d.ts
CHANGED
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@@ -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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*
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*
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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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* Requests whether or not the player owns the specified SKU.
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* @param playerSrc The player handle
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@@ -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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*
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*
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*
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*
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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;
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@@ -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**:
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* **1**:
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* **2**:
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* **6**:
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* **7**:
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*
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*
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*
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*
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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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* 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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