@nativewrappers/redm-codegen 0.0.2 → 0.0.3

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Files changed (254) hide show
  1. package/dist/classes/AnimScene.d.ts +142 -142
  2. package/dist/classes/AnimScene.d.ts.map +1 -1
  3. package/dist/classes/AnimScene.js +203 -203
  4. package/dist/classes/BaseModel.d.ts +29 -29
  5. package/dist/classes/BaseModel.d.ts.map +1 -1
  6. package/dist/classes/BaseModel.js +43 -43
  7. package/dist/classes/BaseTask.d.ts +34 -34
  8. package/dist/classes/BaseTask.d.ts.map +1 -1
  9. package/dist/classes/BaseTask.js +42 -42
  10. package/dist/classes/Cam.d.ts +71 -71
  11. package/dist/classes/Cam.d.ts.map +1 -1
  12. package/dist/classes/Cam.js +102 -102
  13. package/dist/classes/Entity.d.ts +387 -386
  14. package/dist/classes/Entity.d.ts.map +1 -1
  15. package/dist/classes/Entity.js +509 -504
  16. package/dist/classes/Interior.d.ts +27 -27
  17. package/dist/classes/Interior.d.ts.map +1 -1
  18. package/dist/classes/Interior.js +42 -42
  19. package/dist/classes/Ped.d.ts +67 -66
  20. package/dist/classes/Ped.d.ts.map +1 -1
  21. package/dist/classes/Ped.js +80 -75
  22. package/dist/classes/PedTask.d.ts +1518 -1518
  23. package/dist/classes/PedTask.d.ts.map +1 -1
  24. package/dist/classes/PedTask.js +1930 -1930
  25. package/dist/classes/PersChar.d.ts +11 -11
  26. package/dist/classes/PersChar.d.ts.map +1 -1
  27. package/dist/classes/PersChar.js +23 -23
  28. package/dist/classes/Pickup.d.ts +7 -7
  29. package/dist/classes/Pickup.d.ts.map +1 -1
  30. package/dist/classes/Pickup.js +13 -13
  31. package/dist/classes/Player.d.ts +237 -237
  32. package/dist/classes/Player.d.ts.map +1 -1
  33. package/dist/classes/Player.js +319 -319
  34. package/dist/classes/Prop.d.ts +105 -104
  35. package/dist/classes/Prop.d.ts.map +1 -1
  36. package/dist/classes/Prop.js +155 -150
  37. package/dist/classes/PropSet.d.ts +1 -1
  38. package/dist/classes/PropSet.d.ts.map +1 -1
  39. package/dist/classes/Vehicle.d.ts +1 -0
  40. package/dist/classes/Vehicle.d.ts.map +1 -1
  41. package/dist/classes/Vehicle.js +5 -0
  42. package/dist/classes/VehicleTask.d.ts +21 -21
  43. package/dist/classes/VehicleTask.d.ts.map +1 -1
  44. package/dist/classes/VehicleTask.js +27 -27
  45. package/dist/classes/Volume.d.ts +40 -40
  46. package/dist/classes/Volume.d.ts.map +1 -1
  47. package/dist/classes/Volume.js +54 -54
  48. package/dist/classes/Weapon.d.ts +364 -364
  49. package/dist/classes/Weapon.d.ts.map +1 -1
  50. package/dist/classes/Weapon.js +515 -515
  51. package/dist/namespaces/Aitransport.d.ts +77 -77
  52. package/dist/namespaces/Aitransport.d.ts.map +1 -1
  53. package/dist/namespaces/Aitransport.js +94 -94
  54. package/dist/namespaces/Animscene.d.ts +65 -65
  55. package/dist/namespaces/Animscene.d.ts.map +1 -1
  56. package/dist/namespaces/Animscene.js +83 -83
  57. package/dist/namespaces/Audio.d.ts +464 -464
  58. package/dist/namespaces/Audio.d.ts.map +1 -1
  59. package/dist/namespaces/Audio.js +651 -651
  60. package/dist/namespaces/Bounty.d.ts +23 -23
  61. package/dist/namespaces/Bounty.d.ts.map +1 -1
  62. package/dist/namespaces/Bounty.js +40 -40
  63. package/dist/namespaces/Brain.d.ts +15 -15
  64. package/dist/namespaces/Brain.d.ts.map +1 -1
  65. package/dist/namespaces/Brain.js +20 -20
  66. package/dist/namespaces/CamStatics.d.ts +459 -459
  67. package/dist/namespaces/CamStatics.d.ts.map +1 -1
  68. package/dist/namespaces/CamStatics.js +719 -719
  69. package/dist/namespaces/Collection.d.ts +78 -78
  70. package/dist/namespaces/Collection.d.ts.map +1 -1
  71. package/dist/namespaces/Collection.js +109 -109
  72. package/dist/namespaces/Companion.d.ts +22 -22
  73. package/dist/namespaces/Companion.d.ts.map +1 -1
  74. package/dist/namespaces/Companion.js +30 -30
  75. package/dist/namespaces/Compendium.d.ts +94 -94
  76. package/dist/namespaces/Compendium.d.ts.map +1 -1
  77. package/dist/namespaces/Compendium.js +126 -126
  78. package/dist/namespaces/Databinding.d.ts +113 -113
  79. package/dist/namespaces/Databinding.d.ts.map +1 -1
  80. package/dist/namespaces/Databinding.js +167 -167
  81. package/dist/namespaces/Dlc.d.ts +5 -5
  82. package/dist/namespaces/Dlc.d.ts.map +1 -1
  83. package/dist/namespaces/Dlc.js +9 -9
  84. package/dist/namespaces/EntityStatics.d.ts +164 -164
  85. package/dist/namespaces/EntityStatics.d.ts.map +1 -1
  86. package/dist/namespaces/EntityStatics.js +225 -225
  87. package/dist/namespaces/Event.d.ts +62 -62
  88. package/dist/namespaces/Event.d.ts.map +1 -1
  89. package/dist/namespaces/Event.js +82 -82
  90. package/dist/namespaces/Fire.d.ts +7 -7
  91. package/dist/namespaces/Fire.d.ts.map +1 -1
  92. package/dist/namespaces/Fire.js +9 -9
  93. package/dist/namespaces/Graphics.d.ts +688 -688
  94. package/dist/namespaces/Graphics.d.ts.map +1 -1
  95. package/dist/namespaces/Graphics.js +876 -876
  96. package/dist/namespaces/Hud.d.ts +456 -456
  97. package/dist/namespaces/Hud.d.ts.map +1 -1
  98. package/dist/namespaces/Hud.js +598 -598
  99. package/dist/namespaces/InteriorStatics.d.ts +42 -42
  100. package/dist/namespaces/InteriorStatics.d.ts.map +1 -1
  101. package/dist/namespaces/InteriorStatics.js +56 -56
  102. package/dist/namespaces/Inventory.d.ts +156 -156
  103. package/dist/namespaces/Inventory.d.ts.map +1 -1
  104. package/dist/namespaces/Inventory.js +210 -210
  105. package/dist/namespaces/Itemdatabase.d.ts +3 -3
  106. package/dist/namespaces/Itemdatabase.d.ts.map +1 -1
  107. package/dist/namespaces/Law.d.ts +2 -2
  108. package/dist/namespaces/Law.d.ts.map +1 -1
  109. package/dist/namespaces/Map.d.ts +128 -128
  110. package/dist/namespaces/Map.d.ts.map +1 -1
  111. package/dist/namespaces/Map.js +180 -180
  112. package/dist/namespaces/Minigame.d.ts +60 -60
  113. package/dist/namespaces/Minigame.d.ts.map +1 -1
  114. package/dist/namespaces/Minigame.js +88 -88
  115. package/dist/namespaces/Misc.d.ts +5 -5
  116. package/dist/namespaces/Misc.d.ts.map +1 -1
  117. package/dist/namespaces/Missiondata.d.ts +3 -3
  118. package/dist/namespaces/Missiondata.d.ts.map +1 -1
  119. package/dist/namespaces/Netshopping.d.ts +1 -1
  120. package/dist/namespaces/Netshopping.d.ts.map +1 -1
  121. package/dist/namespaces/Network.d.ts +1528 -1536
  122. package/dist/namespaces/Network.d.ts.map +1 -1
  123. package/dist/namespaces/Network.js +2196 -2204
  124. package/dist/namespaces/Object.d.ts +244 -244
  125. package/dist/namespaces/Object.d.ts.map +1 -1
  126. package/dist/namespaces/Object.js +355 -355
  127. package/dist/namespaces/Pad.d.ts +43 -43
  128. package/dist/namespaces/Pad.d.ts.map +1 -1
  129. package/dist/namespaces/Pad.js +58 -58
  130. package/dist/namespaces/PedStatics.d.ts +21 -21
  131. package/dist/namespaces/PedStatics.d.ts.map +1 -1
  132. package/dist/namespaces/PedStatics.js +26 -26
  133. package/dist/namespaces/Perschar.d.ts +62 -62
  134. package/dist/namespaces/Perschar.d.ts.map +1 -1
  135. package/dist/namespaces/Perschar.js +91 -91
  136. package/dist/namespaces/Persistence.d.ts +30 -30
  137. package/dist/namespaces/Persistence.d.ts.map +1 -1
  138. package/dist/namespaces/Persistence.js +42 -42
  139. package/dist/namespaces/Physics.d.ts +207 -207
  140. package/dist/namespaces/Physics.d.ts.map +1 -1
  141. package/dist/namespaces/Physics.js +310 -310
  142. package/dist/namespaces/PlayerStatics.d.ts +72 -72
  143. package/dist/namespaces/PlayerStatics.d.ts.map +1 -1
  144. package/dist/namespaces/PlayerStatics.js +103 -103
  145. package/dist/namespaces/Population.d.ts +88 -88
  146. package/dist/namespaces/Population.d.ts.map +1 -1
  147. package/dist/namespaces/Population.js +116 -116
  148. package/dist/namespaces/Posse.d.ts +49 -49
  149. package/dist/namespaces/Posse.d.ts.map +1 -1
  150. package/dist/namespaces/Posse.js +79 -79
  151. package/dist/namespaces/Propset.d.ts +1 -1
  152. package/dist/namespaces/Propset.d.ts.map +1 -1
  153. package/dist/namespaces/Scripts.d.ts +3 -3
  154. package/dist/namespaces/Scripts.d.ts.map +1 -1
  155. package/dist/namespaces/Shapetest.d.ts +11 -11
  156. package/dist/namespaces/Shapetest.d.ts.map +1 -1
  157. package/dist/namespaces/Shapetest.js +13 -13
  158. package/dist/namespaces/Socialclub.d.ts +1 -1
  159. package/dist/namespaces/Socialclub.d.ts.map +1 -1
  160. package/dist/namespaces/Stats.d.ts +174 -174
  161. package/dist/namespaces/Stats.d.ts.map +1 -1
  162. package/dist/namespaces/Stats.js +240 -240
  163. package/dist/namespaces/Streaming.d.ts +127 -127
  164. package/dist/namespaces/Streaming.d.ts.map +1 -1
  165. package/dist/namespaces/Streaming.js +193 -193
  166. package/dist/namespaces/Task.d.ts +220 -220
  167. package/dist/namespaces/Task.d.ts.map +1 -1
  168. package/dist/namespaces/Task.js +299 -299
  169. package/dist/namespaces/Telemetry.d.ts +188 -188
  170. package/dist/namespaces/Telemetry.d.ts.map +1 -1
  171. package/dist/namespaces/Telemetry.js +249 -249
  172. package/dist/namespaces/Uiapps.d.ts +24 -24
  173. package/dist/namespaces/Uiapps.d.ts.map +1 -1
  174. package/dist/namespaces/Uiapps.js +33 -33
  175. package/dist/namespaces/Uistickyfeed.d.ts +16 -16
  176. package/dist/namespaces/Uistickyfeed.d.ts.map +1 -1
  177. package/dist/namespaces/Uistickyfeed.js +21 -21
  178. package/dist/namespaces/VehicleStatics.d.ts +2 -2
  179. package/dist/namespaces/VehicleStatics.d.ts.map +1 -1
  180. package/dist/namespaces/VolumeStatics.d.ts +64 -64
  181. package/dist/namespaces/VolumeStatics.d.ts.map +1 -1
  182. package/dist/namespaces/VolumeStatics.js +85 -85
  183. package/dist/namespaces/WeaponStatics.d.ts +262 -262
  184. package/dist/namespaces/WeaponStatics.d.ts.map +1 -1
  185. package/dist/namespaces/WeaponStatics.js +361 -361
  186. package/dist/namespaces/Zone.d.ts +2 -2
  187. package/dist/namespaces/Zone.d.ts.map +1 -1
  188. package/package.json +1 -1
  189. package/src/classes/AnimScene.ts +230 -230
  190. package/src/classes/BaseModel.ts +50 -50
  191. package/src/classes/BaseTask.ts +46 -46
  192. package/src/classes/Cam.ts +113 -113
  193. package/src/classes/Entity.ts +537 -532
  194. package/src/classes/Interior.ts +43 -43
  195. package/src/classes/Ped.ts +100 -95
  196. package/src/classes/PedTask.ts +1969 -1969
  197. package/src/classes/PersChar.ts +28 -28
  198. package/src/classes/Pickup.ts +13 -13
  199. package/src/classes/Player.ts +364 -364
  200. package/src/classes/Prop.ts +167 -162
  201. package/src/classes/PropSet.ts +1 -1
  202. package/src/classes/Vehicle.ts +5 -0
  203. package/src/classes/VehicleTask.ts +30 -30
  204. package/src/classes/Volume.ts +62 -62
  205. package/src/classes/Weapon.ts +517 -517
  206. package/src/namespaces/Aitransport.ts +102 -102
  207. package/src/namespaces/Animscene.ts +92 -92
  208. package/src/namespaces/Audio.ts +765 -765
  209. package/src/namespaces/Bounty.ts +46 -46
  210. package/src/namespaces/Brain.ts +22 -22
  211. package/src/namespaces/CamStatics.ts +747 -747
  212. package/src/namespaces/Collection.ts +112 -112
  213. package/src/namespaces/Companion.ts +34 -34
  214. package/src/namespaces/Compendium.ts +131 -131
  215. package/src/namespaces/Databinding.ts +170 -170
  216. package/src/namespaces/Dlc.ts +9 -9
  217. package/src/namespaces/EntityStatics.ts +237 -237
  218. package/src/namespaces/Event.ts +92 -92
  219. package/src/namespaces/Fire.ts +10 -10
  220. package/src/namespaces/Graphics.ts +1206 -1206
  221. package/src/namespaces/Hud.ts +647 -647
  222. package/src/namespaces/InteriorStatics.ts +66 -66
  223. package/src/namespaces/Inventory.ts +237 -237
  224. package/src/namespaces/Itemdatabase.ts +3 -3
  225. package/src/namespaces/Law.ts +2 -2
  226. package/src/namespaces/Map.ts +204 -204
  227. package/src/namespaces/Minigame.ts +100 -100
  228. package/src/namespaces/Misc.ts +5 -5
  229. package/src/namespaces/Missiondata.ts +3 -3
  230. package/src/namespaces/Netshopping.ts +1 -1
  231. package/src/namespaces/Network.ts +2217 -2225
  232. package/src/namespaces/Object.ts +381 -381
  233. package/src/namespaces/Pad.ts +67 -67
  234. package/src/namespaces/PedStatics.ts +33 -33
  235. package/src/namespaces/Perschar.ts +105 -105
  236. package/src/namespaces/Persistence.ts +48 -48
  237. package/src/namespaces/Physics.ts +326 -326
  238. package/src/namespaces/PlayerStatics.ts +113 -113
  239. package/src/namespaces/Population.ts +133 -133
  240. package/src/namespaces/Posse.ts +80 -80
  241. package/src/namespaces/Propset.ts +1 -1
  242. package/src/namespaces/Scripts.ts +3 -3
  243. package/src/namespaces/Shapetest.ts +14 -14
  244. package/src/namespaces/Socialclub.ts +1 -1
  245. package/src/namespaces/Stats.ts +266 -266
  246. package/src/namespaces/Streaming.ts +226 -226
  247. package/src/namespaces/Task.ts +527 -527
  248. package/src/namespaces/Telemetry.ts +300 -300
  249. package/src/namespaces/Uiapps.ts +39 -39
  250. package/src/namespaces/Uistickyfeed.ts +23 -23
  251. package/src/namespaces/VehicleStatics.ts +2 -2
  252. package/src/namespaces/VolumeStatics.ts +87 -87
  253. package/src/namespaces/WeaponStatics.ts +365 -365
  254. package/src/namespaces/Zone.ts +2 -2
@@ -12,87 +12,110 @@ import type { Ped } from './Ped';
12
12
  export declare class PedTask extends BaseTask {
13
13
  constructor(entity: Ped);
14
14
  /**
15
- * @param pos
16
- * @param speedMultiplier
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- * @param timeout
18
- * @param stoppingRange
19
- * @param flags
20
- * @param p8
21
- * @param p9
22
- * @param p10
23
- * @param entity
24
- * @param unk
15
+ * @returns
25
16
  */
26
- followNavMeshToCoordAdvanced(pos: Vector3, speedMultiplier: number, timeout: number, stoppingRange: number, flags: number, p8: number, p9: number, p10: number, entity: Entity, unk: number): void;
17
+ getPedWaypointOverrideSpeed(): number;
27
18
  /**
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- * @param radius
29
- * @param time
30
- * @param flags
19
+ * Climbs or vaults the nearest thing.
20
+ *
21
+ * @param unused
31
22
  */
32
- combatHatedTargetsAroundPedTimed(radius: number, time: number, flags: number): void;
23
+ climb(unused: boolean): void;
33
24
  /**
34
- * @returns
25
+ * Old name: _TASK_VEHICLE_DRIVE_TO_POINT
26
+ * flag: 524419 and 0 in shop_horse_shop R* Script
27
+ *
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+ * @param vehicle
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+ * @param pos
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+ * @param p5
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+ * @param p6
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+ * @param flag
35
33
  */
36
- isPedRunning(): boolean;
34
+ vehicleDriveStraightToPoint(vehicle: Vehicle, pos: Vector3, p5: number, p6: number, flag: number): void;
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  /**
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- * @returns
36
+ * @param p1
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+ * @param p2
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+ * @param p3
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+ * @param p4
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+ * @param p5
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+ * @param p6
42
+ * @param p7
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+ * @param p8
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+ * @param p9
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+ * @param p10
46
+ * @param p11
47
+ * @param p12
48
+ * @param p13
49
+ * @param p14
50
+ * @param p15
39
51
  */
40
- isPedSprinting(): boolean;
52
+ goToCoordWhileAimingAtCoordUsingCombatStyle(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any, p15: any): void;
41
53
  /**
42
- * @param useSlidingSurfaces
54
+ * flags: 0 = HANDS_UP_NOTHING; 1 = HANDS_UP_STRAIGHT_TO_LOOP
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+ *
56
+ * @param duration
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+ * @param facingPed
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+ * @param timeToFacePed
59
+ * @param flags
43
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  */
44
- setPedPathMayUseSlidingSurfaces(useSlidingSurfaces: boolean): void;
61
+ handsUp(duration: number, facingPed: Ped, timeToFacePed: number, flags: number): void;
45
62
  /**
46
- * Force a ped that is already attacking to aim directly at the specified world coordinates.
63
+ * timer: in ms, if it reaches 0 it will auto warp the ped on the horse
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+ * Flags will still apply to mountStyle
47
65
  *
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- * @param pos
49
- * @param p4
50
- * @param p5
66
+ * @param mount
67
+ * @param timer
68
+ * @param seatIndex Refer to [enum: eVehicleSeat]
69
+ * @param pedSpeed
70
+ * @param mountStyle
51
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  * @param p6
72
+ * @param p7
52
73
  */
53
- forcePointAimAtCoord(pos: Vector3, p4?: number, p5?: boolean, p6?: boolean): void;
74
+ mountAnimal(mount: Ped, timer: number, seatIndex: eVehicleSeat, pedSpeed: number, mountStyle: number, p6: any, p7: any): void;
75
+ /**
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+ * @returns
77
+ */
78
+ getPedIsIgnoringDeadBodies(): any;
54
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  /**
55
80
  * @param p1
56
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  * @param p2
57
82
  * @param p3
58
83
  * @param p4
59
84
  */
60
- swapWeapon(p1: any, p2: any, p3: any, p4: any): void;
85
+ setSphereDefensiveArea(p1: number, p2: number, p3: number, p4: number): void;
61
86
  /**
62
87
  * @param p1
63
88
  * @param p2
64
89
  * @param p3
65
90
  * @param p4
66
- * @param p5
67
- * @param p6
68
- * @param p7
69
- * @param p8
70
91
  */
71
- gotoEntityOffsetXyz(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
92
+ useRandomScenarioInGroup(p1: any, p2: any, p3: any, p4: any): void;
93
+ /**
94
+ * enum eWhistleType
95
+ * {
96
+ * WHISTLE_MAIN,
97
+ * WHISTLE_SECONDARY,
98
+ * WHISTLE_DOUBLE,
99
+ * WHISTLE_URGENT,
100
+ * WHISTLE_LONG
101
+ * };
102
+ *
103
+ * @param p1
104
+ * @param whistleType
105
+ */
106
+ goToWhistle(p1: Ped, whistleType: number): void;
72
107
  /**
73
108
  * @param pos
74
- * @param distance
75
109
  * @param duration
110
+ * @param flags
76
111
  * @param p6
77
112
  * @param p7
78
- * @param p8
79
- * @param p9
80
- */
81
- useNearestScenarioToCoordWarp(pos: Vector3, distance: number, duration: number, p6: boolean, p7: boolean, p8: boolean, p9: boolean): void;
82
- /**
83
- * @param neverUseInteriors
84
- */
85
- setPedPathNeverUseInteriors(neverUseInteriors: boolean): void;
86
- /**
87
- * @param radius
88
113
  */
89
- combatHatedTargets(radius: number): void;
114
+ lookAtCoord(pos: Vector3, duration: number, flags: number, p6: number, p7: boolean): void;
90
115
  /**
91
- * Only used in R* Scripts fishing_core and av_fishing_river
92
- *
93
- * @returns p1
116
+ * @returns
94
117
  */
95
- setTaskFishing(): [any, number];
118
+ isPedInHitReact(): any;
96
119
  /**
97
120
  * @param p1
98
121
  * @param p2
@@ -102,23 +125,19 @@ export declare class PedTask extends BaseTask {
102
125
  * @param p6
103
126
  * @param p7
104
127
  * @param p8
105
- * @param p9
106
- * @param p10
107
- */
108
- goToEntityWhileAimingAtEntityUsingCombatStyle(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any): void;
109
- /**
110
- * @param preferStayInWater
111
- * @param p2
112
128
  */
113
- setPedPathPreferStayInWater(preferStayInWater: boolean, p2: number): void;
129
+ N_0x3FFCD7BBA074CC80(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
114
130
  /**
115
- * @param name
131
+ * @returns
116
132
  */
117
- requestTaskMoveNetworkStateTransition(name: string | null): void;
133
+ isMountedWeaponTaskUnderneathDrivingTask(): boolean;
118
134
  /**
119
- * @param entity
135
+ * flags: See TASK_ENTER_VEHICLE
136
+ *
137
+ * @param p1
138
+ * @param flags Refer to [enum: eEnterExitVehicleFlags]
120
139
  */
121
- pedFishingrodHookEntity(entity: Entity): void;
140
+ disembarkNearestTrainCarriage(p1: number, flags: number): void;
122
141
  /**
123
142
  * fleeType: see TASK_FLEE_COORD
124
143
  *
@@ -177,153 +196,199 @@ export declare class PedTask extends BaseTask {
177
196
  * @returns
178
197
  */
179
198
  isPedWalking(): boolean;
180
- clearLookAt(): void;
181
199
  /**
182
- * @param inputContext
183
- * @returns
200
+ * @param p1
184
201
  */
185
- getItemInteractionPromptProgress(inputContext: string | number): number;
202
+ N_0xFFB520A3E16F7B7B(p1: number): void;
203
+ persistentCharacter(): void;
204
+ /**
205
+ * @param speed
206
+ * @param p2
207
+ * @param p3
208
+ * @param p4
209
+ */
210
+ waypointPlaybackOverrideSpeed(speed: number, p2: any, p3: any, p4: any): void;
186
211
  /**
187
212
  * @param p1
188
- * @returns
213
+ * @param p2
214
+ * @param p3
189
215
  */
190
- N_0x2D657B10F211C572(p1: number): any;
216
+ climbLadder(p1: number, p2: boolean, p3: boolean): void;
191
217
  /**
192
- * Coords: volume coords used in R* Script smuggler2
193
- * p4/p5 = 0 in R* Scripts previous name TASK_COMBAT_PED_3
218
+ * Makes a ped run away from another ped (fleeFromTarget) fleeDistance = ped will flee this distance
219
+ * fleeTime = ped will flee for this amount of time, set to "-1" to flee forever
220
+ * fleeType = can be 0, R* Scripts: fm_mission/race_controller: 66048; fme_escaped_convicts: 2260992, 2523136, 2359296; la_alligator/fox: 2097152; net_fetch: 17301536; net_stable_mount: 540928
221
+ * fleeSpeed = mostly 3f, rarely 1f in R* Scripts
194
222
  *
223
+ * @param fleeFromTarget
224
+ * @param fleeDistance
225
+ * @param fleeTime
226
+ * @param fleeType Refer to [enum: eFleeStyle]
227
+ * @param fleeSpeed
228
+ * @param targetPed
229
+ */
230
+ smartFleePed(fleeFromTarget: Ped, fleeDistance: number, fleeTime: number, fleeType: number, fleeSpeed: number, targetPed: Ped): void;
231
+ /**
195
232
  * @param pos
196
- * @param p4
233
+ * @param time
197
234
  * @param p5
235
+ * @param p6
198
236
  */
199
- combatPedAtCoords(pos: Vector3, p4: number, p5: number): void;
237
+ aimGunAtCoord(pos: Vector3, time: number, p5: boolean, p6: boolean): void;
200
238
  /**
201
- * Makes the specified ped stand still for (time) milliseconds.
202
- *
203
- * @param time
239
+ * @param targetPed
204
240
  */
205
- standStill(time: number): void;
241
+ cutFreeHogtiedTargetPed(targetPed: Ped): void;
206
242
  /**
207
- * @param animDictionary
208
- * @param animationName
209
- * @param p3
243
+ * @param signalName
244
+ * @param value
210
245
  */
211
- stopAnimTask(animDictionary: string | null, animationName: string | null, p3: number): void;
246
+ setTaskMoveNetworkSignalFloat2(signalName: string | null, value: number): void;
212
247
  /**
213
248
  * @param p1
214
249
  * @param p2
215
- * @param p3
216
250
  */
217
- turnToFaceClosestPed(p1: number, p2: number, p3: number): void;
251
+ ambientAnimalHunt(p1: any, p2: any): void;
218
252
  /**
219
- * Fishing Research: https://pastebin.com/NmK5ZLVs
220
- * Only used in R* Scripts fishing_core and av_fishing_river
221
- *
222
- * @returns p1
253
+ * @param p1
254
+ * @param taskFlag Refer to [enum: eEnterExitVehicleFlags]
223
255
  */
224
- getTaskFishing(): [any, number];
256
+ leaveAnyVehicle(p1: number, taskFlag: number): void;
225
257
  /**
226
- * @param p1
258
+ * @param targetPed
227
259
  * @param p2
260
+ * @param p3
228
261
  */
229
- shockingEventReact(p1: any, p2: any): void;
262
+ combatPed(targetPed: Ped, p2: number, p3: number): void;
263
+ /**
264
+ * Params: p4 = -1.0f, p5 = -1, p6 = 0 in R* Scripts
265
+ *
266
+ * @param fleeFromTarget
267
+ * @param fleeStyle Refer to [enum: eFleeStyle]
268
+ * @param flag
269
+ * @param p4
270
+ * @param p5
271
+ * @param p6
272
+ */
273
+ fleePed(fleeFromTarget: Ped, fleeStyle: number, flag: number, p4: number, p5: number, p6: number): void;
230
274
  /**
231
275
  * @returns
232
276
  */
233
- N_0xB520DBDA7FCF573F(): boolean;
277
+ isPedLeadingHorse(): any;
234
278
  /**
235
- * Baits: p_fishHook02x, p_baitBread01x, p_baitCorn01x, p_baitCheese01x, p_baitWorm01x, p_baitCricket01x, p_crawdad01x, p_finisheDragonfly01x, p_finisdFishlure01x, p_finishdCrawd01x, p_finisheDragonflyLegendary01x, p_finisdFishlureLegendary01x, p_finishdCrawdLegendary01x, p_lgoc_spinner_v4
236
- *
237
- * @param bait
238
- * @param withoutBuoy
239
- * @param instantly
279
+ * @param entity
280
+ * @param offset
281
+ * @param movementSpeed
282
+ * @param timeout
283
+ * @param stoppingRange
284
+ * @param persistFollowing
285
+ * @param p9
286
+ * @param walkOnly
287
+ * @param p11
288
+ * @param p12
289
+ * @param p13
240
290
  */
241
- setFishingBait(bait: string | null, withoutBuoy: boolean, instantly: boolean): void;
291
+ followToOffsetOfEntity(entity: Entity, offset: Vector3, movementSpeed: number, timeout: number, stoppingRange: number, persistFollowing: boolean, p9: boolean, walkOnly: boolean, p11: boolean, p12: boolean, p13: boolean): void;
242
292
  /**
243
- * Params: p3, p4, p5, p6: 0, 0, 0, -1.0f in R* Scripts
293
+ * duration: the amount of time in milliseconds to do the task. -1 will keep the task going until either another task is applied, or CLEAR_ALL_TASKS() is called with the ped
244
294
  *
245
- * @param item
295
+ * @param targetEntity
296
+ * @param duration
246
297
  * @param p3
247
298
  * @param p4
248
- * @param p5
249
- * @param p6
250
- * @returns guid
251
299
  */
252
- itemInteraction3(item: string | number, p3: any, p4: any, p5: any, p6: number): number;
300
+ aimGunAtEntity(targetEntity: Entity, duration: number, p3: boolean, p4: number): void;
253
301
  /**
254
- * @returns Returns `true` if the specified `ped` is currently in combat using a ranged weapon, and is ready to shoot (actively attempting to attack)
302
+ * `_GET_ANIM_SCENE_FROM_PED_*` But in a strange way, it also seems to work with the butcher's meat-cutting animscene. This does not return AnimScenes in general — it seems restricted to
303
+ * SEARCH-related scenes (needs more research).
304
+ *
305
+ * @returns Returns the AnimScene handle currently associated with the given Ped, but only when the anim event "SEARCHSTART" has fired on that Ped.
255
306
  */
256
- getTaskCombatReadyToShoot(): boolean;
307
+ N_0x2C497BDEF897C6DF(): AnimScene | null;
257
308
  /**
258
- * @param vehicle
259
- * @param seat
309
+ * @param p1
310
+ * @returns
260
311
  */
261
- warpPedIntoVehicle(vehicle: Vehicle, seat: number): void;
312
+ police(p1: boolean): any;
262
313
  /**
263
- * ped = Ped you want to perform this task.
264
- * target = the Entity they should aim at.
265
- * distanceToStopAt = distance from the target, where the ped should stop to aim.
266
- * StartAimingDist = distance where the ped should start to aim.
267
- *
268
- * @param target
269
- * @param distanceToStopAt
270
- * @param StartAimingDist
314
+ * @param scenarioPoint
315
+ * @param flag
271
316
  */
272
- gotoEntityAiming(target: Entity, distanceToStopAt: number, StartAimingDist: number): void;
317
+ hitchAnimal(scenarioPoint: number, flag: number): void;
318
+ uncuffPed(): void;
273
319
  /**
274
320
  * @param p1
275
321
  * @param p2
276
322
  * @param p3
323
+ */
324
+ waypointPlaybackPause(p1: any, p2: any, p3: any): void;
325
+ /**
326
+ * meleeStyles: AR_GRAPPLE_BACK_FROM_BACK, AR_GRAPPLE_MOUNT_FACEDOWN_FROM_FRONT, AR_ALLIGATOR_LEAPKILL, AR_ALLIGATOR_WAIST_AUTOKILL_FRONT
327
+ *
328
+ * @param meleeTarget
329
+ * @param meleeStyle
330
+ * @param p3
331
+ * @param animBlendRatio
332
+ * @param p5
333
+ * @param p6
334
+ */
335
+ putPedDirectlyIntoMelee(meleeTarget: Ped, meleeStyle: string | number, p3: number, animBlendRatio: number, p5: boolean, p6: number): void;
336
+ /**
337
+ * @param waypointRecording
338
+ * @param p2
339
+ * @param flag
277
340
  * @param p4
278
341
  * @param p5
279
342
  * @param p6
280
343
  * @param p7
281
- * @param p8
282
- * @param p9
283
- * @param p10
284
- * @param p11
285
- * @param p12
286
- * @param p13
287
- * @param p14
288
344
  */
289
- goToCoordWhileAimingAtEntityUsingCombatStyle(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any): void;
345
+ followWaypointRecording(waypointRecording: string | null, p2: number, flag: number, p4: number, p5: boolean, p6: any, p7: number): void;
290
346
  /**
291
- * Used with 'P_BODYPARTARMFLOAT02X' model in fishing_core.c
292
- *
293
- * @param object
347
+ * @param targetPed
294
348
  */
295
- pedFishingrodHookObject(object: Prop): void;
349
+ hogtieTargetPed(targetPed: Ped): void;
296
350
  /**
297
- * @param exitAnimation
351
+ * shootatEntity:
352
+ * If true, peds will shoot at Entity till it is dead.
353
+ * If false, peds will just walk till they reach the entity and will cease shooting.
354
+ *
355
+ * @param p1
298
356
  * @param p2
357
+ * @param p3
358
+ * @param p4
359
+ * @param p5
360
+ * @param p6
361
+ * @param p7
362
+ * @param p8
363
+ * @param p9
364
+ * @param p10
299
365
  */
300
- reactLookAtEnd(exitAnimation: number, p2: boolean): void;
301
- clearDrivebyTaskUnderneathDrivingTask(): void;
366
+ goToEntityWhileAimingAtEntity(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any): void;
302
367
  /**
303
- * @returns
368
+ * @param pos
369
+ * @param distance
304
370
  */
305
- getPedWaypointOverrideSpeed(): number;
371
+ useNearestTrainScenarioToCoordWarp(pos: Vector3, distance: number): void;
306
372
  /**
307
- * Climbs or vaults the nearest thing.
308
- *
309
- * @param unused
373
+ * @param p1
310
374
  */
311
- climb(unused: boolean): void;
375
+ wanderSwim(p1: any): void;
312
376
  /**
313
- * Old name: _TASK_VEHICLE_DRIVE_TO_POINT
314
- * flag: 524419 and 0 in shop_horse_shop R* Script
377
+ * duration in milliseconds
315
378
  *
316
- * @param vehicle
317
379
  * @param pos
318
- * @param p5
319
- * @param p6
320
- * @param flag
380
+ * @param duration
321
381
  */
322
- vehicleDriveStraightToPoint(vehicle: Vehicle, pos: Vector3, p5: number, p6: number, flag: number): void;
382
+ turnPedToFaceCoord(pos: Vector3, duration: number): void;
323
383
  /**
324
- * @param p1
384
+ * @param preferAvoidMud
325
385
  * @param p2
326
- * @param p3
386
+ */
387
+ setPedPathPreferToAvoidMud(preferAvoidMud: boolean, p2: number): void;
388
+ /**
389
+ * @param animDict
390
+ * @param animName
391
+ * @param entity
327
392
  * @param p4
328
393
  * @param p5
329
394
  * @param p6
@@ -335,311 +400,310 @@ export declare class PedTask extends BaseTask {
335
400
  * @param p12
336
401
  * @param p13
337
402
  * @param p14
338
- * @param p15
339
403
  */
340
- goToCoordWhileAimingAtCoordUsingCombatStyle(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any, p15: any): void;
404
+ playUpperAnimFacingEntity(animDict: string | null, animName: string | null, entity: Entity, p4: number, p5: number, p6: number, p7: number, p8: number, p9: boolean, p10: boolean, p11: number, p12: string | null, p13: number, p14: number): void;
341
405
  /**
342
- * flags: 0 = HANDS_UP_NOTHING; 1 = HANDS_UP_STRAIGHT_TO_LOOP
343
- *
344
- * @param duration
345
- * @param facingPed
346
- * @param timeToFacePed
347
- * @param flags
406
+ * @param goToLocationX
407
+ * @param goToLocationY
408
+ * @param goToLocationZ
409
+ * @param focusLocationX
410
+ * @param focusLocationY
411
+ * @param focusLocationZ
412
+ * @param speed
413
+ * @param shootAtEnemies
414
+ * @param distanceToStopAt
415
+ * @param noRoadsDistance
416
+ * @param unkTrue
417
+ * @param unkFlag
418
+ * @param aimingFlag
419
+ * @param firingPattern
348
420
  */
349
- handsUp(duration: number, facingPed: Ped, timeToFacePed: number, flags: number): void;
421
+ goToCoordAndAimAtHatedEntitiesNearCoord(goToLocationX: number, goToLocationY: number, goToLocationZ: number, focusLocationX: number, focusLocationY: number, focusLocationZ: number, speed: number, shootAtEnemies: boolean, distanceToStopAt: number, noRoadsDistance: number, unkTrue: boolean, unkFlag: number, aimingFlag: number, firingPattern: string | number): void;
350
422
  /**
351
- * timer: in ms, if it reaches 0 it will auto warp the ped on the horse
352
- * Flags will still apply to mountStyle
353
- *
354
- * @param mount
355
- * @param timer
356
- * @param seatIndex Refer to [enum: eVehicleSeat]
357
- * @param pedSpeed
358
- * @param mountStyle
423
+ * @param itemHash
424
+ * @param interactionAnimHash
425
+ * @param p3
426
+ * @returns
427
+ */
428
+ canStartItemInteraction(itemHash: string | number, interactionAnimHash: string | number, p3: number): any;
429
+ /**
430
+ * @param targetPed
431
+ * @param p2
432
+ * @param p3
433
+ * @param p4
434
+ * @param p5
359
435
  * @param p6
360
436
  * @param p7
437
+ * @param p8
438
+ * @param p9
439
+ * @param p10
361
440
  */
362
- mountAnimal(mount: Ped, timer: number, seatIndex: eVehicleSeat, pedSpeed: number, mountStyle: number, p6: any, p7: any): void;
441
+ followAndConverseWithPed(targetPed: Ped, p2: any, p3: any, p4: number, p5: number, p6: number, p7: any, p8: any, p9: number, p10: number): void;
363
442
  /**
364
- * @returns
443
+ * @param pos
444
+ * @param distance
445
+ * @param p5
446
+ * @param p6
447
+ * @param p7
448
+ * @param p8
365
449
  */
366
- getPedIsIgnoringDeadBodies(): any;
450
+ useNearestScenarioChainToCoord(pos: Vector3, distance: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
367
451
  /**
368
- * @param toggle
452
+ * @param eventName
453
+ * @returns
369
454
  */
370
- setPedPathCanUseLadders(toggle: boolean): void;
455
+ getTaskMoveNetworkEvent(eventName: string | null): boolean;
371
456
  /**
372
- * @param p1
373
- * @param p2
457
+ * Baits: see 0x9B0C7FA063E67629
458
+ *
459
+ * @param bait
460
+ * @param withoutBuoy
374
461
  */
375
- stopAnimPlayback(p1: number, p2: boolean): void;
462
+ swapFishingBait(bait: string | null, withoutBuoy: boolean): void;
376
463
  /**
377
- * @param targetPed
378
- * @param p2
379
464
  * @returns
380
465
  */
381
- confront(targetPed: Ped, p2: number): any;
382
- N_0x1F298C7BD30D1240(): void;
383
- /**
384
- * @param p1
385
- * @param p2
386
- * @param p3
387
- */
388
- setCrouchMovement(p1: boolean, p2: any, p3: boolean): void;
466
+ isDrivebyTaskUnderneathDrivingTask(): boolean;
467
+ cuffPed(): void;
389
468
  /**
390
- * Tells the ped to go to an offset coord from an entity, without using the navmesh. if timeBeforeTeleport is -1 the ped will never warp, p7 is 1 or 0 still unknown param
469
+ * This native allows to control the cruise speed of where you want the ped to go
470
+ * 3rd param might be the entity ped is in? like boat or wagon, 12th param might be the cruiseSpeed of the entity ped is in?
471
+ * EXAMPLE: TaskGoToCoordAnyMeansExtraParamsWithCruiseSpeed(PlayerPedId(), vector3(x, y, z), 3.0, entity, 1, 0, -1082130432, 0, 101004800, 520, 3.0, 1082130432, 0)
391
472
  *
473
+ * @param cruiseSpeed
392
474
  * @param entity
393
- * @param offset
394
- * @param moveBlendRatio
395
- * @param timeBeforeTeleport
475
+ * @param p4
476
+ * @param p5
477
+ * @param p6
396
478
  * @param p7
479
+ * @param p8
480
+ * @param p9
481
+ * @param p10
482
+ * @param p11
483
+ * @param cruiseSpeed2
484
+ * @param p13
485
+ * @param p14
486
+ * @returns gotoCoords
397
487
  */
398
- goStraightToCoordRelativeToEntity(entity: Entity, offset: Vector3, moveBlendRatio: number, timeBeforeTeleport: number, p7: number): void;
488
+ goToCoordAnyMeansExtraParamsWithCruiseSpeed(cruiseSpeed: number, entity: Entity, p4: number, p5: number, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, cruiseSpeed2: number, p13: any, p14: any): Vector3;
399
489
  /**
400
- * Sets the time it takes for a hogtied ped to escape
401
- * -1.0f for ped to never escape
402
- *
403
- * @param time
490
+ * @param radius
404
491
  */
405
- setHogtieEscapeTimer(time: number): void;
492
+ combatHatedTargetsNoLosTest(radius: number): void;
406
493
  /**
407
- * Makes the ped run to take cover
494
+ * @param p1
408
495
  */
409
- stayInCover(): void;
496
+ N_0x31BB338F64D5C861(p1: boolean): void;
410
497
  /**
411
- * @param p1
498
+ * @param modifier
412
499
  */
413
- followWaypointRecordingAdvanced(p1: any): void;
500
+ setPedPathClimbCostModifier(modifier: number): void;
414
501
  /**
415
- * Tells the ped to go to a coord, without using the navemesh. if timeBeforeTeleport is -1 the ped will never warp, p8 is always 0 or 1 still unknown
416
- *
417
- * @param pos
418
- * @param moveBlendRatio
419
- * @param timeBeforeTeleport
420
- * @param finalHeading
502
+ * @param entity
503
+ * @param duration
421
504
  * @param targetRadius
422
- * @param p8
505
+ * @param offset
506
+ * @param moveBlendRatio
507
+ * @param offsetFlags
423
508
  */
424
- goStraightToCoord(pos: Vector3, moveBlendRatio: number, timeBeforeTeleport: number, finalHeading: number, targetRadius: number, p8: number): void;
509
+ gotoEntityOffsetXy(entity: Entity, duration: number, targetRadius: number, offset: Vector2, moveBlendRatio: number, offsetFlags: number): void;
425
510
  /**
426
- * @param p1
511
+ * Makes ped walk around the area the params p1 p2 seems to not affect anything but p2 is either 0 or 1 and p1 is mostly 1.0 or ped heading
512
+ *
427
513
  * @param p2
428
514
  * @param p3
429
- * @param p4
430
515
  */
431
- setSphereDefensiveArea(p1: number, p2: number, p3: number, p4: number): void;
516
+ wanderStandard(p2: number, p3: number): void;
432
517
  /**
433
518
  * @param p1
434
519
  * @param p2
520
+ */
521
+ clearPedTasks(p1: boolean, p2: boolean): void;
522
+ /**
523
+ * @param moveNetworkDefName
435
524
  * @param p3
436
525
  * @param p4
526
+ * @param animDict
527
+ * @param flags
528
+ * @returns taskData
437
529
  */
438
- useRandomScenarioInGroup(p1: any, p2: any, p3: any, p4: any): void;
439
- /**
440
- * enum eWhistleType
441
- * {
442
- * WHISTLE_MAIN,
443
- * WHISTLE_SECONDARY,
444
- * WHISTLE_DOUBLE,
445
- * WHISTLE_URGENT,
446
- * WHISTLE_LONG
447
- * };
448
- *
449
- * @param p1
450
- * @param whistleType
451
- */
452
- goToWhistle(p1: Ped, whistleType: number): void;
530
+ moveNetworkByNameWithInitParams(moveNetworkDefName: string | null, p3: number, p4: boolean, animDict: string | null, flags: number): number;
453
531
  /**
454
532
  * @param pos
455
- * @param duration
456
- * @param flags
457
- * @param p6
458
- * @param p7
459
- */
460
- lookAtCoord(pos: Vector3, duration: number, flags: number, p6: number, p7: boolean): void;
461
- /**
462
- * @returns
533
+ * @param entity
463
534
  */
464
- isPedInHitReact(): any;
535
+ jump2(pos: Vector3, entity: Entity): void;
465
536
  /**
466
- * @param p1
467
- * @param p2
537
+ * @param scenario
538
+ * @param conditionalAnim
468
539
  * @param p3
469
540
  * @param p4
470
541
  * @param p5
471
542
  * @param p6
472
543
  * @param p7
473
544
  * @param p8
545
+ * @param p9
474
546
  */
475
- N_0x3FFCD7BBA074CC80(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
547
+ useScenarioPoint(scenario: number, conditionalAnim: string | null, p3: number, p4: boolean, p5: boolean, p6: string | number, p7: boolean, p8: number, p9: boolean): void;
476
548
  /**
477
549
  * @returns
478
550
  */
479
- isMountedWeaponTaskUnderneathDrivingTask(): boolean;
551
+ isPedRunningTaskItemInteraction(): any;
480
552
  /**
481
- * flags: See TASK_ENTER_VEHICLE
482
- *
483
- * @param p1
484
- * @param flags Refer to [enum: eEnterExitVehicleFlags]
553
+ * @param vehicle
485
554
  */
486
- disembarkNearestTrainCarriage(p1: number, flags: number): void;
555
+ breakVehicleDoorLock(vehicle: Vehicle): void;
487
556
  /**
488
- * @param p1
557
+ * @param vehicle
558
+ * @param vehicleTarget
559
+ * @param missionType
560
+ * @param p4
561
+ * @param p5
562
+ * @param p6
563
+ * @param p7
564
+ * @param DriveAgainstTraffic
489
565
  */
490
- N_0xFFB520A3E16F7B7B(p1: number): void;
491
- persistentCharacter(): void;
566
+ vehicleMission(vehicle: Vehicle, vehicleTarget: Vehicle, missionType: number, p4: number, p5: any, p6: number, p7: number, DriveAgainstTraffic: boolean): void;
492
567
  /**
493
- * @param speed
494
- * @param p2
495
- * @param p3
496
- * @param p4
568
+ * @param avoidTraffic
497
569
  */
498
- waypointPlaybackOverrideSpeed(speed: number, p2: any, p3: any, p4: any): void;
570
+ setPedPathAvoidTraffic(avoidTraffic: boolean): void;
499
571
  /**
500
572
  * @param p1
501
573
  * @param p2
502
- * @param p3
503
574
  */
504
- climbLadder(p1: number, p2: boolean, p3: boolean): void;
575
+ guard(p1: any, p2: any): void;
505
576
  /**
506
- * Makes a ped run away from another ped (fleeFromTarget) fleeDistance = ped will flee this distance
507
- * fleeTime = ped will flee for this amount of time, set to "-1" to flee forever
508
- * fleeType = can be 0, R* Scripts: fm_mission/race_controller: 66048; fme_escaped_convicts: 2260992, 2523136, 2359296; la_alligator/fox: 2097152; net_fetch: 17301536; net_stable_mount: 540928
509
- * fleeSpeed = mostly 3f, rarely 1f in R* Scripts
510
- *
511
- * @param fleeFromTarget
512
- * @param fleeDistance
513
- * @param fleeTime
514
- * @param fleeType Refer to [enum: eFleeStyle]
515
- * @param fleeSpeed
516
- * @param targetPed
577
+ * @param attacker
578
+ * @param p2
579
+ * @param unusedParam3 Unused by the native.
580
+ * @param unusedParam4 Unused by the native.
581
+ * @param everyFrame Removes the `0x1000` bitmask from `flag`
582
+ * @param p6
583
+ * @param p7 Removes the `0x80000` bitmask from `flag`
584
+ * @param flag
585
+ * @returns Returns `true` on success, `false` if it failed (whether due to `attacker` being invalid, or the `attacker` ped being dead)
517
586
  */
518
- smartFleePed(fleeFromTarget: Ped, fleeDistance: number, fleeTime: number, fleeType: number, fleeSpeed: number, targetPed: Ped): void;
587
+ intimidated2(attacker: Ped, p2: number, unusedParam3: boolean, unusedParam4: boolean, everyFrame: boolean, p6: boolean, p7: boolean, flag: number): boolean;
519
588
  /**
520
- * @param pos
521
- * @param time
522
- * @param p5
523
- * @param p6
589
+ * @param avoidFire
524
590
  */
525
- aimGunAtCoord(pos: Vector3, time: number, p5: boolean, p6: boolean): void;
591
+ setPedPathAvoidFire(avoidFire: boolean): void;
526
592
  /**
527
- * @param targetPed
593
+ * @param reviver
594
+ * @param tool
528
595
  */
529
- cutFreeHogtiedTargetPed(targetPed: Ped): void;
596
+ reviveTarget(reviver: Ped, tool: string | number): void;
530
597
  /**
531
- * @param signalName
532
- * @param value
598
+ * https://github.com/femga/rdr3_discoveries/blob/master/animations/kit_emotes_list.lua
599
+ * emote: https://alloc8or.re/rdr3/doc/enums/eEmote.txt enum eEmoteType
600
+ * {
601
+ * EMOTE_TYPE_INVALID = -1,
602
+ * EMOTE_TYPE_REACT,
603
+ * EMOTE_TYPE_ACTION,
604
+ * EMOTE_TYPE_TAUNT,
605
+ * EMOTE_TYPE_GREET,
606
+ * EMOTE_TYPE_TWIRL_GUN,
607
+ * EMOTE_TYPE_DANCE_FLOOR
608
+ * }; enum eEmotePlaybackMode
609
+ * {
610
+ * EMOTE_PM_INVALID = -1,
611
+ * EMOTE_PM_UPPERBODY,
612
+ * EMOTE_PM_UPPERBODY_LOOP,
613
+ * EMOTE_PM_FULLBODY,
614
+ * };
615
+ *
616
+ * @param emoteType
617
+ * @param playbackMode
618
+ * @param emote
619
+ * @param isSecondaryTask
620
+ * @param canBreakOut
621
+ * @param disableEarlyOutAnimTag
622
+ * @param ignoreInvalidMainTask
623
+ * @param destroyProps
533
624
  */
534
- setTaskMoveNetworkSignalFloat2(signalName: string | null, value: number): void;
625
+ playEmoteWithHash(emoteType: number, playbackMode: number, emote: string | number, isSecondaryTask: boolean, canBreakOut: boolean, disableEarlyOutAnimTag: boolean, ignoreInvalidMainTask: boolean, destroyProps: boolean): void;
535
626
  /**
536
- * @param p1
537
- * @param p2
627
+ * @returns
538
628
  */
539
- ambientAnimalHunt(p1: any, p2: any): void;
629
+ isTaskMoveNetworkReadyForTransition(): boolean;
630
+ clearDefensiveArea(): void;
540
631
  /**
541
- * @param p1
542
- * @param taskFlag Refer to [enum: eEnterExitVehicleFlags]
632
+ * @param modifier
543
633
  */
544
- leaveAnyVehicle(p1: number, taskFlag: number): void;
634
+ setPedPathDeepSnowCostModifier(modifier: number): void;
545
635
  /**
546
- * @param targetPed
547
- * @param p2
548
- * @param p3
636
+ * @returns
549
637
  */
550
- combatPed(targetPed: Ped, p2: number, p3: number): void;
638
+ getItemInteractionItemId(): number;
551
639
  /**
552
- * Params: p4 = -1.0f, p5 = -1, p6 = 0 in R* Scripts
553
- *
554
- * @param fleeFromTarget
555
- * @param fleeStyle Refer to [enum: eFleeStyle]
556
- * @param flag
557
- * @param p4
558
- * @param p5
559
- * @param p6
640
+ * @param entity
641
+ * @param mount
642
+ * @param p3
560
643
  */
561
- fleePed(fleeFromTarget: Ped, fleeStyle: number, flag: number, p4: number, p5: number, p6: number): void;
644
+ placeCarriedEntityOnMount(entity: Entity, mount: Ped, p3: number): void;
645
+ detachCarriablePed(): void;
562
646
  /**
563
647
  * @returns
564
648
  */
565
- isPedLeadingHorse(): any;
649
+ getItemInteractionState(): number;
566
650
  /**
567
- * @param entity
568
- * @param offset
569
- * @param movementSpeed
570
- * @param timeout
571
- * @param stoppingRange
572
- * @param persistFollowing
573
- * @param p9
574
- * @param walkOnly
575
- * @param p11
576
- * @param p12
577
- * @param p13
651
+ * @returns
578
652
  */
579
- followToOffsetOfEntity(entity: Entity, offset: Vector3, movementSpeed: number, timeout: number, stoppingRange: number, persistFollowing: boolean, p9: boolean, walkOnly: boolean, p11: boolean, p12: boolean, p13: boolean): void;
653
+ getIsPedAimingInTheAir(): any;
580
654
  /**
581
- * duration: the amount of time in milliseconds to do the task. -1 will keep the task going until either another task is applied, or CLEAR_ALL_TASKS() is called with the ped
655
+ * param3: duration in ms, use -1 to look forever
656
+ * param4: using 2048 is fine
657
+ * param5: using 3 is fine
582
658
  *
583
- * @param targetEntity
659
+ * @param lookAtTarget
584
660
  * @param duration
585
661
  * @param p3
586
662
  * @param p4
663
+ * @param p5
587
664
  */
588
- aimGunAtEntity(targetEntity: Entity, duration: number, p3: boolean, p4: number): void;
589
- /**
590
- * `_GET_ANIM_SCENE_FROM_PED_*` But in a strange way, it also seems to work with the butcher's meat-cutting animscene. This does not return AnimScenes in general — it seems restricted to
591
- * SEARCH-related scenes (needs more research).
592
- *
593
- * @returns Returns the AnimScene handle currently associated with the given Ped, but only when the anim event "SEARCHSTART" has fired on that Ped.
594
- */
595
- N_0x2C497BDEF897C6DF(): AnimScene | null;
665
+ lookAtEntity(lookAtTarget: Entity, duration: number, p3: number, p4: number, p5: number): void;
596
666
  /**
597
- * @param p1
667
+ * @param taskIndex
598
668
  * @returns
599
669
  */
600
- police(p1: boolean): any;
670
+ getIsTaskActive(taskIndex: number): boolean;
601
671
  /**
602
- * @param scenarioPoint
603
- * @param flag
672
+ * Returns hash of the underlying move network def, see move_networks.xml
673
+ * https://alloc8or.re/rdr3/doc/misc/move_networks.txt
674
+ *
675
+ * @returns
604
676
  */
605
- hitchAnimal(scenarioPoint: number, flag: number): void;
606
- uncuffPed(): void;
677
+ getTaskMoveNetworkId(): number;
607
678
  /**
608
679
  * @param p1
609
680
  * @param p2
610
681
  * @param p3
611
- */
612
- waypointPlaybackPause(p1: any, p2: any, p3: any): void;
613
- /**
614
- * meleeStyles: AR_GRAPPLE_BACK_FROM_BACK, AR_GRAPPLE_MOUNT_FACEDOWN_FROM_FRONT, AR_ALLIGATOR_LEAPKILL, AR_ALLIGATOR_WAIST_AUTOKILL_FRONT
615
- *
616
- * @param meleeTarget
617
- * @param meleeStyle
618
- * @param p3
619
- * @param animBlendRatio
682
+ * @param p4
620
683
  * @param p5
621
684
  * @param p6
622
685
  */
623
- putPedDirectlyIntoMelee(meleeTarget: Ped, meleeStyle: string | number, p3: number, animBlendRatio: number, p5: boolean, p6: number): void;
686
+ guardAssignedDefensiveArea(p1: number, p2: number, p3: number, p4: number, p5: number, p6: any): void;
624
687
  /**
625
- * @param waypointRecording
626
- * @param p2
627
- * @param flag
628
- * @param p4
629
- * @param p5
688
+ * @param pos
689
+ * @param duration
690
+ * @param firingPattern
630
691
  * @param p6
631
- * @param p7
632
692
  */
633
- followWaypointRecording(waypointRecording: string | null, p2: number, flag: number, p4: number, p5: boolean, p6: any, p7: number): void;
693
+ shootAtCoord(pos: Vector3, duration: number, firingPattern: string | number, p6: any): void;
634
694
  /**
635
- * @param targetPed
695
+ * Makes a ped react to an entity.
696
+ * Params: reactingTo Entity can be 0, p8 is always 4
697
+ *
698
+ * @param reactingTo
699
+ * @param pos
700
+ * @param reactionName
701
+ * @param p6
702
+ * @param p7
703
+ * @param p8
636
704
  */
637
- hogtieTargetPed(targetPed: Ped): void;
705
+ react(reactingTo: Entity, pos: Vector3, reactionName: string | null, p6: number, p7: number, p8: number): void;
638
706
  /**
639
- * shootatEntity:
640
- * If true, peds will shoot at Entity till it is dead.
641
- * If false, peds will just walk till they reach the entity and will cease shooting.
642
- *
643
707
  * @param p1
644
708
  * @param p2
645
709
  * @param p3
@@ -647,119 +711,86 @@ export declare class PedTask extends BaseTask {
647
711
  * @param p5
648
712
  * @param p6
649
713
  * @param p7
650
- * @param p8
651
- * @param p9
652
- * @param p10
653
714
  */
654
- goToEntityWhileAimingAtEntity(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any): void;
715
+ guardAssignedDefensiveArea2(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any): void;
655
716
  /**
656
717
  * @param pos
657
- * @param distance
658
- */
659
- useNearestTrainScenarioToCoordWarp(pos: Vector3, distance: number): void;
660
- /**
661
- * @param p1
718
+ * @param heading
662
719
  */
663
- wanderSwim(p1: any): void;
720
+ plantBomb(pos: Vector3, heading: number): void;
664
721
  /**
665
- * duration in milliseconds
666
- *
722
+ * @param scenarioHash
667
723
  * @param pos
724
+ * @param heading
668
725
  * @param duration
726
+ * @param sittingScenario
727
+ * @param teleport
728
+ * @param p9
729
+ * @param p10
730
+ * @param p11
669
731
  */
670
- turnPedToFaceCoord(pos: Vector3, duration: number): void;
732
+ startScenarioAtPosition(scenarioHash: string | number, pos: Vector3, heading: number, duration: number, sittingScenario: boolean, teleport: boolean, p9: string | null, p10: number, p11: boolean): void;
671
733
  /**
672
- * @param preferAvoidMud
673
- * @param p2
674
- */
675
- setPedPathPreferToAvoidMud(preferAvoidMud: boolean, p2: number): void;
676
- /**
677
- * @param animDict
678
- * @param animName
679
- * @param entity
680
- * @param p4
681
- * @param p5
682
- * @param p6
683
- * @param p7
684
- * @param p8
685
- * @param p9
686
- * @param p10
687
- * @param p11
688
- * @param p12
689
- * @param p13
690
- * @param p14
691
- */
692
- playUpperAnimFacingEntity(animDict: string | null, animName: string | null, entity: Entity, p4: number, p5: number, p6: number, p7: number, p8: number, p9: boolean, p10: boolean, p11: number, p12: string | null, p13: number, p14: number): void;
693
- /**
694
- * @param goToLocationX
695
- * @param goToLocationY
696
- * @param goToLocationZ
697
- * @param focusLocationX
698
- * @param focusLocationY
699
- * @param focusLocationZ
734
+ * @param vehicle
735
+ * @param pos
700
736
  * @param speed
701
- * @param shootAtEnemies
702
- * @param distanceToStopAt
703
- * @param noRoadsDistance
704
- * @param unkTrue
705
- * @param unkFlag
706
- * @param aimingFlag
707
- * @param firingPattern
737
+ * @param behaviorFlag
738
+ * @param stoppingRange
708
739
  */
709
- goToCoordAndAimAtHatedEntitiesNearCoord(goToLocationX: number, goToLocationY: number, goToLocationZ: number, focusLocationX: number, focusLocationY: number, focusLocationZ: number, speed: number, shootAtEnemies: boolean, distanceToStopAt: number, noRoadsDistance: number, unkTrue: boolean, unkFlag: number, aimingFlag: number, firingPattern: string | number): void;
740
+ vehicleGotoNavmesh(vehicle: Vehicle, pos: Vector3, speed: number, behaviorFlag: number, stoppingRange: number): void;
710
741
  /**
711
- * @param itemHash
712
- * @param interactionAnimHash
742
+ * grappleStyle: AR_GRAPPLE_MOUNT_STANDING_FROM_FRONT, AR_GRAPPLE_MOUNT_STANDING_FROM_RIGHT, AR_GRAPPLE_MOUNT_STANDING_FROM_BACK, AR_GRAPPLE_MOUNT_STANDING_FROM_LEFT, AR_GRAPPLE_MOUNT_FROM_FRONT, AR_WOLF_EXECUTION_ENTER_FROM_BACK, AR_GRAPPLE_DRAG_FRONT_ON_ASS, AR_GRAPPLE_FRONT_FROM_LEFT_FAR, AR_BEAR_CHALLENGE_FRONT, AR_GRAPPLE_FRONT_FROM_FRONT, AR_GRAPPLE_MOUNT_FACEUP_FROM_FRONT
743
+ *
744
+ * @param targetPed
745
+ * @param grappleStyle
713
746
  * @param p3
747
+ * @param p4
748
+ * @param p5
749
+ * @param p6
714
750
  * @returns
715
751
  */
716
- canStartItemInteraction(itemHash: string | number, interactionAnimHash: string | number, p3: number): any;
752
+ grapple(targetPed: Ped, grappleStyle: string | number, p3: number, p4: number, p5: number, p6: number): any;
717
753
  /**
718
- * @param targetPed
719
- * @param p2
754
+ * @param ped1
755
+ * @param waypointRecording
720
756
  * @param p3
721
757
  * @param p4
722
758
  * @param p5
723
759
  * @param p6
724
760
  * @param p7
725
761
  * @param p8
762
+ */
763
+ followEntityAlongWaypointRecordingAtOffset(ped1: Ped, waypointRecording: string | null, p3: number, p4: number, p5: number, p6: number, p7: number, p8: boolean): void;
764
+ /**
765
+ * @param pos
766
+ * @param speed
767
+ * @param p5
768
+ * @param p6
769
+ * @param walkingStyle
770
+ * @param p8
726
771
  * @param p9
727
772
  * @param p10
773
+ * @param p11
774
+ * @param p12
728
775
  */
729
- followAndConverseWithPed(targetPed: Ped, p2: any, p3: any, p4: number, p5: number, p6: number, p7: any, p8: any, p9: number, p10: number): void;
776
+ goToCoordAnyMeansExtraParams(pos: Vector3, speed: number, p5: any, p6: boolean, walkingStyle: number, p8: number, p9: any, p10: any, p11: any, p12: any): void;
730
777
  /**
731
778
  * @param pos
732
- * @param distance
779
+ * @param timeout
733
780
  * @param p5
734
781
  * @param p6
735
782
  * @param p7
736
783
  * @param p8
784
+ * @param coverpoint
785
+ * @param p10
786
+ * @param p11
787
+ * @param p12
737
788
  */
738
- useNearestScenarioChainToCoord(pos: Vector3, distance: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
739
- /**
740
- * @param eventName
741
- * @returns
742
- */
743
- getTaskMoveNetworkEvent(eventName: string | null): boolean;
744
- /**
745
- * Baits: see 0x9B0C7FA063E67629
746
- *
747
- * @param bait
748
- * @param withoutBuoy
749
- */
750
- swapFishingBait(bait: string | null, withoutBuoy: boolean): void;
751
- /**
752
- * @returns
753
- */
754
- isDrivebyTaskUnderneathDrivingTask(): boolean;
755
- cuffPed(): void;
789
+ putPedDirectlyIntoCover(pos: Vector3, timeout: number, p5: boolean, p6: number, p7: any, p8: any, coverpoint: number, p10: boolean, p11: boolean, p12: any): void;
756
790
  /**
757
- * This native allows to control the cruise speed of where you want the ped to go
758
- * 3rd param might be the entity ped is in? like boat or wagon, 12th param might be the cruiseSpeed of the entity ped is in?
759
- * EXAMPLE: TaskGoToCoordAnyMeansExtraParamsWithCruiseSpeed(PlayerPedId(), vector3(x, y, z), 3.0, entity, 1, 0, -1082130432, 0, 101004800, 520, 3.0, 1082130432, 0)
760
- *
761
- * @param cruiseSpeed
762
- * @param entity
791
+ * @param p1
792
+ * @param p2
793
+ * @param p3
763
794
  * @param p4
764
795
  * @param p5
765
796
  * @param p6
@@ -768,229 +799,206 @@ export declare class PedTask extends BaseTask {
768
799
  * @param p9
769
800
  * @param p10
770
801
  * @param p11
771
- * @param cruiseSpeed2
802
+ * @param p12
772
803
  * @param p13
773
804
  * @param p14
774
- * @returns gotoCoords
775
805
  */
776
- goToCoordAnyMeansExtraParamsWithCruiseSpeed(cruiseSpeed: number, entity: Entity, p4: number, p5: number, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, cruiseSpeed2: number, p13: any, p14: any): Vector3;
806
+ goToCoordAndAimAtHatedEntitiesNearCoordUsingCombatStyle(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any): void;
777
807
  /**
778
- * @param radius
808
+ * @param target
779
809
  */
780
- combatHatedTargetsNoLosTest(radius: number): void;
810
+ arrestPed(target: Ped): void;
781
811
  /**
782
812
  * @param p1
813
+ * @param p2
814
+ * @param p3
815
+ * @returns
783
816
  */
784
- N_0x31BB338F64D5C861(p1: boolean): void;
817
+ setPedWaypointRouteOffset(p1: number, p2: number, p3: number): any;
785
818
  /**
786
- * @param modifier
819
+ * @param waypointRecording
820
+ * @returns
787
821
  */
788
- setPedPathClimbCostModifier(modifier: number): void;
822
+ isWaypointPlaybackGoingOnForPed(waypointRecording: string | null): boolean;
789
823
  /**
790
- * @param entity
791
- * @param duration
792
- * @param targetRadius
793
- * @param offset
794
- * @param moveBlendRatio
795
- * @param offsetFlags
824
+ * @param p1
825
+ * @param p2
796
826
  */
797
- gotoEntityOffsetXy(entity: Entity, duration: number, targetRadius: number, offset: Vector2, moveBlendRatio: number, offsetFlags: number): void;
827
+ animalWrithe(p1: any, p2: any): void;
798
828
  /**
799
- * Makes ped walk around the area the params p1 p2 seems to not affect anything but p2 is either 0 or 1 and p1 is mostly 1.0 or ped heading
800
- *
829
+ * @param p1
801
830
  * @param p2
802
831
  * @param p3
832
+ * @param p4
803
833
  */
804
- wanderStandard(p2: number, p3: number): void;
834
+ aimAtEntity(p1: any, p2: any, p3: any, p4: any): void;
805
835
  /**
806
- * @param p1
836
+ * @param targetPed
807
837
  * @param p2
838
+ * @param p3
808
839
  */
809
- clearPedTasks(p1: boolean, p2: boolean): void;
840
+ combatPedTimed(targetPed: Ped, p2: number, p3: any): void;
810
841
  /**
811
- * @param moveNetworkDefName
842
+ * @param p1
843
+ * @param p2
812
844
  * @param p3
813
- * @param p4
814
- * @param animDict
815
- * @param flags
816
- * @returns taskData
817
845
  */
818
- moveNetworkByNameWithInitParams(moveNetworkDefName: string | null, p3: number, p4: boolean, animDict: string | null, flags: number): number;
846
+ throwProjectile(p1: any, p2: any, p3: any): void;
819
847
  /**
820
848
  * @param pos
821
- * @param entity
849
+ * @param heading
850
+ * @param p5
822
851
  */
823
- jump2(pos: Vector3, entity: Entity): void;
852
+ pedSlideToCoord(pos: Vector3, heading: number, p5: number): void;
824
853
  /**
825
- * @param scenario
826
- * @param conditionalAnim
854
+ * grappleStyle: AR_GRAPPLE_STRUGGLE, AR_ALLIGATOR_LEG_GRAB_CHALLENGE_FAIL, AR_GRAPPLE_BACK_FROM_BACK, AR_GRAPPLE_BACK_DEFEND, AR_GRAPPLE_FRONT_FROM_FRONT
855
+ *
856
+ * @param grappleTarget
857
+ * @param grappleStyle
827
858
  * @param p3
828
859
  * @param p4
829
860
  * @param p5
830
861
  * @param p6
831
- * @param p7
832
- * @param p8
833
- * @param p9
834
862
  */
835
- useScenarioPoint(scenario: number, conditionalAnim: string | null, p3: number, p4: boolean, p5: boolean, p6: string | number, p7: boolean, p8: number, p9: boolean): void;
863
+ putPedDirectlyIntoGrapple(grappleTarget: Ped, grappleStyle: string | number, p3: number, p4: number, p5: boolean, p6: number): void;
836
864
  /**
837
- * @returns
865
+ * @param p1
866
+ * @param p2
838
867
  */
839
- isPedRunningTaskItemInteraction(): any;
868
+ combatAnimalWarn(p1: any, p2: any): void;
840
869
  /**
841
- * @param vehicle
870
+ * @param toggle
842
871
  */
843
- breakVehicleDoorLock(vehicle: Vehicle): void;
872
+ setPedIgnoreDeadBodies(toggle: boolean): void;
844
873
  /**
845
- * @param vehicle
846
- * @param vehicleTarget
847
- * @param missionType
874
+ * @param p1
875
+ * @param p2
876
+ * @param p3
848
877
  * @param p4
849
878
  * @param p5
850
879
  * @param p6
851
880
  * @param p7
852
- * @param DriveAgainstTraffic
853
- */
854
- vehicleMission(vehicle: Vehicle, vehicleTarget: Vehicle, missionType: number, p4: number, p5: any, p6: number, p7: number, DriveAgainstTraffic: boolean): void;
855
- /**
856
- * @param avoidTraffic
857
- */
858
- setPedPathAvoidTraffic(avoidTraffic: boolean): void;
859
- /**
860
- * @param p1
861
- * @param p2
862
881
  */
863
- guard(p1: any, p2: any): void;
882
+ moveInTrafficToDestination(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any): void;
864
883
  /**
865
884
  * @param attacker
866
885
  * @param p2
867
- * @param unusedParam3 Unused by the native.
868
- * @param unusedParam4 Unused by the native.
869
- * @param everyFrame Removes the `0x1000` bitmask from `flag`
870
- * @param p6
871
- * @param p7 Removes the `0x80000` bitmask from `flag`
872
- * @param flag
873
- * @returns Returns `true` on success, `false` if it failed (whether due to `attacker` being invalid, or the `attacker` ped being dead)
886
+ * @returns Returns `true` on success, or `false` if `attacker` doesn't exist, or is dead.
874
887
  */
875
- intimidated2(attacker: Ped, p2: number, unusedParam3: boolean, unusedParam4: boolean, everyFrame: boolean, p6: boolean, p7: boolean, flag: number): boolean;
888
+ intimidated(attacker: Ped, p2: boolean): boolean;
876
889
  /**
877
- * @param avoidFire
890
+ * @returns
878
891
  */
879
- setPedPathAvoidFire(avoidFire: boolean): void;
892
+ waypointPlaybackGetIsShooting(): any;
880
893
  /**
881
- * @param reviver
882
- * @param tool
894
+ * @param pos
895
+ * @param distance
896
+ * @param p5
897
+ * @param p6
898
+ * @param p7
899
+ * @param p8
883
900
  */
884
- reviveTarget(reviver: Ped, tool: string | number): void;
901
+ useNearestScenarioChainToCoordWarp(pos: Vector3, distance: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
885
902
  /**
886
- * https://github.com/femga/rdr3_discoveries/blob/master/animations/kit_emotes_list.lua
887
- * emote: https://alloc8or.re/rdr3/doc/enums/eEmote.txt enum eEmoteType
888
- * {
889
- * EMOTE_TYPE_INVALID = -1,
890
- * EMOTE_TYPE_REACT,
891
- * EMOTE_TYPE_ACTION,
892
- * EMOTE_TYPE_TAUNT,
893
- * EMOTE_TYPE_GREET,
894
- * EMOTE_TYPE_TWIRL_GUN,
895
- * EMOTE_TYPE_DANCE_FLOOR
896
- * }; enum eEmotePlaybackMode
897
- * {
898
- * EMOTE_PM_INVALID = -1,
899
- * EMOTE_PM_UPPERBODY,
900
- * EMOTE_PM_UPPERBODY_LOOP,
901
- * EMOTE_PM_FULLBODY,
902
- * };
903
+ * returned values:
904
+ * 0 to 7 = task that's currently in progress, 0 meaning the first one.
905
+ * -1 no task sequence in progress.
903
906
  *
904
- * @param emoteType
905
- * @param playbackMode
906
- * @param emote
907
- * @param isSecondaryTask
908
- * @param canBreakOut
909
- * @param disableEarlyOutAnimTag
910
- * @param ignoreInvalidMainTask
911
- * @param destroyProps
907
+ * @returns
912
908
  */
913
- playEmoteWithHash(emoteType: number, playbackMode: number, emote: string | number, isSecondaryTask: boolean, canBreakOut: boolean, disableEarlyOutAnimTag: boolean, ignoreInvalidMainTask: boolean, destroyProps: boolean): void;
909
+ getSequenceProgress(): number;
914
910
  /**
915
911
  * @returns
916
912
  */
917
- isTaskMoveNetworkReadyForTransition(): boolean;
918
- clearDefensiveArea(): void;
913
+ waypointPlaybackGetIsAiming(): any;
919
914
  /**
920
- * @param modifier
915
+ * @param signalName
916
+ * @param value
921
917
  */
922
- setPedPathDeepSnowCostModifier(modifier: number): void;
918
+ setTaskMoveNetworkSignalFloat(signalName: string | null, value: number): void;
923
919
  /**
924
- * @returns
920
+ * @param taskSequenceId
925
921
  */
926
- getItemInteractionItemId(): string | number;
922
+ performSequence(taskSequenceId: number): void;
927
923
  /**
928
- * @param entity
929
- * @param mount
924
+ * @param p1
925
+ * @param p2
930
926
  * @param p3
931
927
  */
932
- placeCarriedEntityOnMount(entity: Entity, mount: Ped, p3: number): void;
933
- detachCarriablePed(): void;
928
+ moveInTraffic(p1: any, p2: any, p3: any): void;
934
929
  /**
935
- * @returns
930
+ * @param p1
931
+ * @param permanently
936
932
  */
937
- getItemInteractionState(): string | number;
933
+ knockedOut(p1: number, permanently: boolean): void;
938
934
  /**
939
- * @returns
935
+ * @param duration
940
936
  */
941
- getIsPedAimingInTheAir(): any;
937
+ updateTaskHandsUpDuration(duration: number): void;
942
938
  /**
943
- * param3: duration in ms, use -1 to look forever
944
- * param4: using 2048 is fine
945
- * param5: using 3 is fine
939
+ * Similar to 0xB31A277C1AC7B7FF but checks if the ped's inventory contains the specified emote kit.
946
940
  *
947
- * @param lookAtTarget
948
- * @param duration
941
+ * @param emoteType
942
+ * @param playbackMode
943
+ * @param emote
944
+ * @param isSecondaryTask
945
+ * @param canBreakOut
946
+ * @param disableEarlyOutAnimTag
947
+ * @param ignoreInvalidMainTask
948
+ * @param destroyProps
949
+ */
950
+ playEmote(emoteType: number, playbackMode: number, emote: string | number, isSecondaryTask: boolean, canBreakOut: boolean, disableEarlyOutAnimTag: boolean, ignoreInvalidMainTask: boolean, destroyProps: boolean): void;
951
+ /**
952
+ * @param boat
953
+ * @param p2
949
954
  * @param p3
950
- * @param p4
951
- * @param p5
955
+ * @param pos
956
+ * @param p7
957
+ * @param maxSpeed
958
+ * @param drivingStyle
959
+ * @param p10
960
+ * @param p11
952
961
  */
953
- lookAtEntity(lookAtTarget: Entity, duration: number, p3: number, p4: number, p5: number): void;
962
+ boatMission(boat: Vehicle, p2: any, p3: any, pos: Vector3, p7: any, maxSpeed: number, drivingStyle: number, p10: number, p11: any): void;
954
963
  /**
955
- * @param taskIndex
956
- * @returns
964
+ * @param useLimits If `true` the ped's viewing angle will be limited to the angle range given for `minAngle` and `maxAngle`, when set to `false` the player always fully faces the player
965
+ * @param minAngle The minimum viewing angle, requires `useLimits` to be `true`.
966
+ * @param maxAngle The maximum viewing angle, reuqeres `useLimits` to be `true`.
957
967
  */
958
- getIsTaskActive(taskIndex: number): boolean;
968
+ setIntimidatedFacingAngle(useLimits: boolean, minAngle: number, maxAngle: number): void;
969
+ /**
970
+ * @param targetPed
971
+ * @param p2
972
+ */
973
+ animalFlee(targetPed: Ped, p2: any): void;
959
974
  /**
960
- * Returns hash of the underlying move network def, see move_networks.xml
961
- * https://alloc8or.re/rdr3/doc/misc/move_networks.txt
962
- *
963
975
  * @returns
964
976
  */
965
- getTaskMoveNetworkId(): string | number;
977
+ isPedCuffed(): boolean;
978
+ /**
979
+ * @param avoidWater
980
+ * @param p2
981
+ */
982
+ setPedPathPreferToAvoidWater(avoidWater: boolean, p2: number): void;
966
983
  /**
967
984
  * @param p1
968
985
  * @param p2
969
986
  * @param p3
970
987
  * @param p4
971
988
  * @param p5
972
- * @param p6
973
989
  */
974
- guardAssignedDefensiveArea(p1: number, p2: number, p3: number, p4: number, p5: number, p6: any): void;
990
+ investigate(p1: any, p2: any, p3: any, p4: any, p5: any): void;
991
+ waypointPlaybackUseDefaultSpeed(): void;
975
992
  /**
976
- * @param pos
977
- * @param duration
978
- * @param firingPattern
979
- * @param p6
993
+ * @param p1
994
+ * @param p2
980
995
  */
981
- shootAtCoord(pos: Vector3, duration: number, firingPattern: string | number, p6: any): void;
996
+ knockedOutAndHogtied(p1: number, p2: number): void;
982
997
  /**
983
- * Makes a ped react to an entity.
984
- * Params: reactingTo Entity can be 0, p8 is always 4
985
- *
986
- * @param reactingTo
987
- * @param pos
988
- * @param reactionName
989
- * @param p6
990
- * @param p7
991
- * @param p8
998
+ * @returns
992
999
  */
993
- react(reactingTo: Entity, pos: Vector3, reactionName: string | null, p6: number, p7: number, p8: number): void;
1000
+ getPedDesiredMoveBlendRatio(): number;
1001
+ N_0xDF94844D474F31E5(): void;
994
1002
  /**
995
1003
  * @param p1
996
1004
  * @param p2
@@ -999,82 +1007,73 @@ export declare class PedTask extends BaseTask {
999
1007
  * @param p5
1000
1008
  * @param p6
1001
1009
  * @param p7
1010
+ * @param p8
1002
1011
  */
1003
- guardAssignedDefensiveArea2(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any): void;
1012
+ seekCoverToCoverPoint(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
1004
1013
  /**
1005
- * @param pos
1006
- * @param heading
1014
+ * @param fleeFromTarget
1007
1015
  */
1008
- plantBomb(pos: Vector3, heading: number): void;
1016
+ flyAway(fleeFromTarget: Ped): void;
1009
1017
  /**
1010
- * @param scenarioHash
1011
- * @param pos
1012
- * @param heading
1013
- * @param duration
1014
- * @param sittingScenario
1015
- * @param teleport
1016
- * @param p9
1017
- * @param p10
1018
- * @param p11
1018
+ * @param p1
1019
+ * @param p2
1020
+ * @param p3
1019
1021
  */
1020
- startScenarioAtPosition(scenarioHash: string | number, pos: Vector3, heading: number, duration: number, sittingScenario: boolean, teleport: boolean, p9: string | null, p10: number, p11: boolean): void;
1022
+ guardCurrentPosition(p1: number, p2: number, p3: boolean): void;
1021
1023
  /**
1022
- * @param vehicle
1023
- * @param pos
1024
- * @param speed
1025
- * @param behaviorFlag
1026
- * @param stoppingRange
1024
+ * @param modifier
1027
1025
  */
1028
- vehicleGotoNavmesh(vehicle: Vehicle, pos: Vector3, speed: number, behaviorFlag: number, stoppingRange: number): void;
1026
+ setPedPathFoliageCostModifier(modifier: number): void;
1029
1027
  /**
1030
- * grappleStyle: AR_GRAPPLE_MOUNT_STANDING_FROM_FRONT, AR_GRAPPLE_MOUNT_STANDING_FROM_RIGHT, AR_GRAPPLE_MOUNT_STANDING_FROM_BACK, AR_GRAPPLE_MOUNT_STANDING_FROM_LEFT, AR_GRAPPLE_MOUNT_FROM_FRONT, AR_WOLF_EXECUTION_ENTER_FROM_BACK, AR_GRAPPLE_DRAG_FRONT_ON_ASS, AR_GRAPPLE_FRONT_FROM_LEFT_FAR, AR_BEAR_CHALLENGE_FRONT, AR_GRAPPLE_FRONT_FROM_FRONT, AR_GRAPPLE_MOUNT_FACEUP_FROM_FRONT
1028
+ * @param preferHorseWalkable
1029
+ * @param p2
1030
+ */
1031
+ setPedPathPreferHorseWalkable(preferHorseWalkable: boolean, p2: number): void;
1032
+ clearPedSecondaryTask(): void;
1033
+ /**
1034
+ * Not implemented.
1031
1035
  *
1032
- * @param targetPed
1033
- * @param grappleStyle
1034
- * @param p3
1036
+ * @param maxCruiseSpeed
1037
+ */
1038
+ setDriveTaskMaxCruiseSpeed(maxCruiseSpeed: number): void;
1039
+ /**
1040
+ * Params: p4 either 0.2f, 0.25f, 0.31f, 0.4f
1041
+ *
1042
+ * @param p1
1043
+ * @param p2
1044
+ * @param entity
1035
1045
  * @param p4
1036
1046
  * @param p5
1037
- * @param p6
1038
- * @returns
1047
+ * @param vPosOpponentX
1048
+ * @param vPosOpponentY
1049
+ * @param vPosOpponentZ
1050
+ * @param fOpponentHead
1051
+ * @param p10
1039
1052
  */
1040
- grapple(targetPed: Ped, grappleStyle: string | number, p3: number, p4: number, p5: number, p6: number): any;
1053
+ duel(p1: any, p2: number, entity: Entity, p4: number, p5: number, vPosOpponentX: number, vPosOpponentY: number, vPosOpponentZ: number, fOpponentHead: number, p10: number): void;
1041
1054
  /**
1042
- * @param ped1
1055
+ * @param vehicle
1043
1056
  * @param waypointRecording
1044
- * @param p3
1057
+ * @param drivingMode
1045
1058
  * @param p4
1046
- * @param p5
1047
- * @param p6
1059
+ * @param eWaypoint
1060
+ * @param flag
1048
1061
  * @param p7
1049
1062
  * @param p8
1050
- */
1051
- followEntityAlongWaypointRecordingAtOffset(ped1: Ped, waypointRecording: string | null, p3: number, p4: number, p5: number, p6: number, p7: number, p8: boolean): void;
1052
- /**
1053
- * @param pos
1054
- * @param speed
1055
- * @param p5
1056
- * @param p6
1057
- * @param walkingStyle
1058
- * @param p8
1059
- * @param p9
1063
+ * @param stoppingDist
1060
1064
  * @param p10
1061
- * @param p11
1062
- * @param p12
1063
1065
  */
1064
- goToCoordAnyMeansExtraParams(pos: Vector3, speed: number, p5: any, p6: boolean, walkingStyle: number, p8: number, p9: any, p10: any, p11: any, p12: any): void;
1066
+ vehicleFollowWaypointRecording(vehicle: Vehicle, waypointRecording: string | null, drivingMode: number, p4: any, eWaypoint: number, flag: number, p7: number, p8: boolean, stoppingDist: number, p10: any): void;
1065
1067
  /**
1066
- * @param pos
1067
- * @param timeout
1068
+ * @param p1
1069
+ * @param p2
1070
+ * @param p3
1071
+ * @param p4
1068
1072
  * @param p5
1069
1073
  * @param p6
1070
1074
  * @param p7
1071
- * @param p8
1072
- * @param coverpoint
1073
- * @param p10
1074
- * @param p11
1075
- * @param p12
1076
1075
  */
1077
- putPedDirectlyIntoCover(pos: Vector3, timeout: number, p5: boolean, p6: number, p7: any, p8: any, coverpoint: number, p10: boolean, p11: boolean, p12: any): void;
1076
+ followEntityWhileAimingAtEntity(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any): void;
1078
1077
  /**
1079
1078
  * @param p1
1080
1079
  * @param p2
@@ -1084,209 +1083,274 @@ export declare class PedTask extends BaseTask {
1084
1083
  * @param p6
1085
1084
  * @param p7
1086
1085
  * @param p8
1086
+ */
1087
+ gotoEntityOffsetXyAiming(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
1088
+ /**
1089
+ * @param train
1090
+ * @param scenarioPoint
1091
+ * @param scenarioHash
1092
+ */
1093
+ rideTrain(train: Vehicle, scenarioPoint: number, scenarioHash: string | number): void;
1094
+ /**
1095
+ * @param p1
1096
+ * @param p2
1097
+ * @param p3
1098
+ */
1099
+ setStealthMovement(p1: boolean, p2: any, p3: boolean): void;
1100
+ /**
1101
+ * @param moveNetworkDefName
1102
+ * @param pos
1103
+ * @param rot
1087
1104
  * @param p9
1088
1105
  * @param p10
1089
1106
  * @param p11
1090
1107
  * @param p12
1091
- * @param p13
1108
+ * @param flag
1092
1109
  * @param p14
1110
+ * @returns taskData
1093
1111
  */
1094
- goToCoordAndAimAtHatedEntitiesNearCoordUsingCombatStyle(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any): void;
1112
+ moveNetworkAdvancedByNameWithInitParams(moveNetworkDefName: string | null, pos: Vector3, rot: Vector3, p9: number, p10: number, p11: number, p12: number, flag: number, p14: number): number;
1095
1113
  /**
1096
1114
  * @param target
1115
+ * @param duration
1116
+ * @param distance
1117
+ * @param speed
1118
+ * @param p5
1119
+ * @param p6
1097
1120
  */
1098
- arrestPed(target: Ped): void;
1099
- /**
1100
- * @param p1
1101
- * @param p2
1102
- * @param p3
1103
- * @returns
1104
- */
1105
- setPedWaypointRouteOffset(p1: number, p2: number, p3: number): any;
1121
+ goToEntity(target: Entity, duration: number, distance: number, speed: number, p5: number, p6: number): void;
1106
1122
  /**
1107
- * @param waypointRecording
1108
- * @returns
1123
+ * @param heading
1109
1124
  */
1110
- isWaypointPlaybackGoingOnForPed(waypointRecording: string | null): boolean;
1125
+ climb2(heading: number): void;
1111
1126
  /**
1112
1127
  * @param p1
1113
- * @param p2
1114
1128
  */
1115
- animalWrithe(p1: any, p2: any): void;
1129
+ pickUpWeapon(p1: any): void;
1116
1130
  /**
1117
- * @param p1
1118
- * @param p2
1119
- * @param p3
1120
- * @param p4
1131
+ * @param toggle
1121
1132
  */
1122
- aimAtEntity(p1: any, p2: any, p3: any, p4: any): void;
1133
+ setPedPathCanDropFromHeight(toggle: boolean): void;
1123
1134
  /**
1124
1135
  * @param targetPed
1125
- * @param p2
1126
- * @param p3
1136
+ * @param targetVehicle
1137
+ * @param targetPos
1138
+ * @param distanceToShoot
1139
+ * @param pedAccuracy
1140
+ * @param p8
1141
+ * @param firingPattern
1127
1142
  */
1128
- combatPedTimed(targetPed: Ped, p2: number, p3: any): void;
1143
+ driveBy(targetPed: Ped, targetVehicle: Vehicle, targetPos: Vector3, distanceToShoot: number, pedAccuracy: number, p8: boolean, firingPattern: string | number): void;
1129
1144
  /**
1130
1145
  * @param p1
1131
1146
  * @param p2
1132
- * @param p3
1133
1147
  */
1134
- throwProjectile(p1: any, p2: any, p3: any): void;
1148
+ endDuel(p1: boolean, p2: number): void;
1135
1149
  /**
1136
1150
  * @param pos
1137
- * @param heading
1138
- * @param p5
1139
- */
1140
- pedSlideToCoord(pos: Vector3, heading: number, p5: number): void;
1151
+ * @param distance
1152
+ * @param duration
1153
+ * @param p6
1154
+ * @param p7
1155
+ * @param p8
1156
+ * @param p9
1157
+ */
1158
+ useNearestScenarioToCoord(pos: Vector3, distance: number, duration: number, p6: boolean, p7: boolean, p8: boolean, p9: boolean): void;
1141
1159
  /**
1142
- * grappleStyle: AR_GRAPPLE_STRUGGLE, AR_ALLIGATOR_LEG_GRAB_CHALLENGE_FAIL, AR_GRAPPLE_BACK_FROM_BACK, AR_GRAPPLE_BACK_DEFEND, AR_GRAPPLE_FRONT_FROM_FRONT
1160
+ * stopRange: how close vehicle will get to destination before stopping, default 4.0
1161
+ * straightLineDist: distance at which AI switches to heading for target directly instead of following nodes, default -1
1143
1162
  *
1144
- * @param grappleTarget
1145
- * @param grappleStyle
1163
+ * @param vehicle
1164
+ * @param pos
1165
+ * @param speed
1166
+ * @param style
1167
+ * @param vehicleModel
1168
+ * @param drivingMode
1169
+ * @param stopRange
1170
+ * @param straightLineDist
1171
+ */
1172
+ vehicleDriveToCoord(vehicle: Vehicle, pos: Vector3, speed: number, style: any, vehicleModel: string | number, drivingMode: number, stopRange: number, straightLineDist: number): void;
1173
+ /**
1174
+ * @param p1
1175
+ * @param p2
1146
1176
  * @param p3
1147
1177
  * @param p4
1148
1178
  * @param p5
1149
1179
  * @param p6
1150
1180
  */
1151
- putPedDirectlyIntoGrapple(grappleTarget: Ped, grappleStyle: string | number, p3: number, p4: number, p5: boolean, p6: number): void;
1181
+ flyingCircle(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any): void;
1152
1182
  /**
1153
- * @param p1
1154
- * @param p2
1183
+ * https://github.com/femga/rdr3_discoveries/tree/master/animations
1184
+ * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eScriptedAnimFlags
1185
+ * ikFlags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eIkControlFlags
1186
+ *
1187
+ * @param animDict
1188
+ * @param animName
1189
+ * @param speed
1190
+ * @param speedMultiplier
1191
+ * @param duration
1192
+ * @param flags Refer to [enum: eScriptedAnimFlags]
1193
+ * @param playbackRate
1194
+ * @param p8
1195
+ * @param ikFlags Refer to [enum: eIkControlFlags]
1196
+ * @param p10
1197
+ * @param taskFilter
1198
+ * @param p12
1155
1199
  */
1156
- combatAnimalWarn(p1: any, p2: any): void;
1200
+ playAnim(animDict: string | null, animName: string | null, speed: number, speedMultiplier: number, duration: number, flags: number, playbackRate: number, p8: boolean, ikFlags: number, p10: boolean, taskFilter: string | null, p12: boolean): void;
1157
1201
  /**
1158
- * @param toggle
1202
+ * https://github.com/femga/rdr3_discoveries/blob/master/animations/scenarios
1203
+ * Params: duration in milliseconds conditionalHash (optionally):
1204
+ * 0 = play random conditional anim.
1205
+ * Every conditional anim has requirements to play it.
1206
+ * If requirements are not met, ped plays random allowed conditional anim or can be stuck.
1207
+ * For example, this scenario type has possible conditional anim WORLD_HUMAN_LEAN_BACK_WALL_SMOKING_MALE_D, but it can not be played by player, because condition is set to NOT be CAIConditionIsPlayer (check file amb_rest.meta and amb_rest_CA.meta with OPENIV to clarify requirements).
1208
+ *
1209
+ * @param scenarioHash
1210
+ * @param duration
1211
+ * @param playEnterAnim
1212
+ * @param conditionalHash
1213
+ * @param heading
1214
+ * @param p6
1159
1215
  */
1160
- setPedIgnoreDeadBodies(toggle: boolean): void;
1216
+ startScenarioInPlaceHash(scenarioHash: string | number, duration: number, playEnterAnim: boolean, conditionalHash: string | number, heading: number, p6: boolean): void;
1217
+ /**
1218
+ * https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_ANIMAL_INTERACTION
1219
+ *
1220
+ * @param targetPed
1221
+ * @param interactionType
1222
+ * @param interactionModel
1223
+ * @param skipIdleAnimationClip
1224
+ */
1225
+ animalInteraction(targetPed: Ped, interactionType: string | number, interactionModel: string | number, skipIdleAnimationClip: boolean): void;
1161
1226
  /**
1162
1227
  * @param p1
1163
- * @param p2
1164
- * @param p3
1165
- * @param p4
1166
- * @param p5
1167
- * @param p6
1168
- * @param p7
1169
1228
  */
1170
- moveInTrafficToDestination(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any): void;
1229
+ N_0x28EF780BDEA8A639(p1: number): void;
1230
+ hogtieable(): void;
1171
1231
  /**
1172
- * @param attacker
1232
+ * @param preferAvoidFoliage
1173
1233
  * @param p2
1174
- * @returns Returns `true` on success, or `false` if `attacker` doesn't exist, or is dead.
1175
1234
  */
1176
- intimidated(attacker: Ped, p2: boolean): boolean;
1235
+ setPedPathPreferToAvoidFoliage(preferAvoidFoliage: boolean, p2: number): void;
1177
1236
  /**
1178
- * @returns
1237
+ * @param target
1179
1238
  */
1180
- waypointPlaybackGetIsShooting(): any;
1239
+ vehicleAimAtPed(target: Ped): void;
1181
1240
  /**
1182
1241
  * @param pos
1183
- * @param distance
1242
+ * @param p4
1184
1243
  * @param p5
1185
- * @param p6
1186
- * @param p7
1187
- * @param p8
1188
1244
  */
1189
- useNearestScenarioChainToCoordWarp(pos: Vector3, distance: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
1245
+ lootNearestEntity(pos: Vector3, p4: number, p5: number): void;
1190
1246
  /**
1191
- * returned values:
1192
- * 0 to 7 = task that's currently in progress, 0 meaning the first one.
1193
- * -1 no task sequence in progress.
1194
- *
1195
- * @returns
1247
+ * @param toggle
1196
1248
  */
1197
- getSequenceProgress(): number;
1249
+ setPedPathCanUseClimbovers(toggle: boolean): void;
1198
1250
  /**
1251
+ * @param p1
1199
1252
  * @returns
1200
1253
  */
1201
- waypointPlaybackGetIsAiming(): any;
1254
+ getScenarioPointPedIsUsing(p1: boolean): number;
1202
1255
  /**
1203
- * @param signalName
1204
- * @param value
1256
+ * https://github.com/femga/rdr3_discoveries/blob/master/AI/EVENTS/aud_ped_whistle_types.lua
1257
+ * p2: UNSPECIFIED
1258
+ *
1259
+ * @param audPedWhistleType
1260
+ * @param p2
1205
1261
  */
1206
- setTaskMoveNetworkSignalFloat(signalName: string | null, value: number): void;
1262
+ whistleAnim(audPedWhistleType: string | number, p2: string | number): void;
1207
1263
  /**
1208
- * @param taskSequenceId
1264
+ * @param cruiseSpeed
1209
1265
  */
1210
- performSequence(taskSequenceId: number): void;
1266
+ setDriveTaskCruiseSpeed(cruiseSpeed: number): void;
1211
1267
  /**
1212
1268
  * @param p1
1213
1269
  * @param p2
1214
1270
  * @param p3
1271
+ * @param p4
1272
+ * @param p5
1273
+ * @param p6
1215
1274
  */
1216
- moveInTraffic(p1: any, p2: any, p3: any): void;
1275
+ moveBeInFormation(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any): void;
1217
1276
  /**
1218
- * @param p1
1219
- * @param permanently
1277
+ * @returns
1220
1278
  */
1221
- knockedOut(p1: number, permanently: boolean): void;
1279
+ isPedDuelling(): any;
1222
1280
  /**
1223
- * @param duration
1281
+ * @param signalName
1282
+ * @param pos
1224
1283
  */
1225
- updateTaskHandsUpDuration(duration: number): void;
1284
+ setTaskMoveNetworkSignalVector(signalName: string | null, pos: Vector3): void;
1226
1285
  /**
1227
- * Similar to 0xB31A277C1AC7B7FF but checks if the ped's inventory contains the specified emote kit.
1286
+ * Makes the specified ped flee the specified distance from the specified position.
1228
1287
  *
1229
- * @param emoteType
1230
- * @param playbackMode
1231
- * @param emote
1232
- * @param isSecondaryTask
1233
- * @param canBreakOut
1234
- * @param disableEarlyOutAnimTag
1235
- * @param ignoreInvalidMainTask
1236
- * @param destroyProps
1288
+ * @param pos
1289
+ * @param distance
1290
+ * @param time
1291
+ * @param fleeType Refer to [enum: eFleeStyle]
1292
+ * @param fleeSpeed
1237
1293
  */
1238
- playEmote(emoteType: number, playbackMode: number, emote: string | number, isSecondaryTask: boolean, canBreakOut: boolean, disableEarlyOutAnimTag: boolean, ignoreInvalidMainTask: boolean, destroyProps: boolean): void;
1294
+ smartFleeCoord(pos: Vector3, distance: number, time: number, fleeType: number, fleeSpeed: number): void;
1295
+ /**
1296
+ * @returns
1297
+ */
1298
+ N_0xFDECCA06E8B81346(): any;
1239
1299
  /**
1240
- * @param boat
1241
- * @param p2
1242
- * @param p3
1243
1300
  * @param pos
1244
- * @param p7
1245
- * @param maxSpeed
1246
- * @param drivingStyle
1247
- * @param p10
1248
- * @param p11
1301
+ * @param heading
1302
+ * @param scenarioName
1249
1303
  */
1250
- boatMission(boat: Vehicle, p2: any, p3: any, pos: Vector3, p7: any, maxSpeed: number, drivingStyle: number, p10: number, p11: any): void;
1304
+ standGuard(pos: Vector3, heading: number, scenarioName: string | null): void;
1251
1305
  /**
1252
- * @param useLimits If `true` the ped's viewing angle will be limited to the angle range given for `minAngle` and `maxAngle`, when set to `false` the player always fully faces the player
1253
- * @param minAngle The minimum viewing angle, requires `useLimits` to be `true`.
1254
- * @param maxAngle The maximum viewing angle, reuqeres `useLimits` to be `true`.
1306
+ * @param vehicle
1307
+ * @param targetVehicle
1308
+ * @param mode
1309
+ * @param speed
1310
+ * @param drivingStyle
1311
+ * @param minDistance
1312
+ * @param p7
1313
+ * @param noRoadsDistance
1255
1314
  */
1256
- setIntimidatedFacingAngle(useLimits: boolean, minAngle: number, maxAngle: number): void;
1315
+ vehicleEscort(vehicle: Vehicle, targetVehicle: Vehicle, mode: number, speed: number, drivingStyle: number, minDistance: number, p7: number, noRoadsDistance: number): void;
1257
1316
  /**
1258
- * @param targetPed
1259
- * @param p2
1317
+ * @param ped2
1318
+ * @param entity
1260
1319
  */
1261
- animalFlee(targetPed: Ped, p2: any): void;
1320
+ dumpCarriableFromParent(ped2: Ped, entity: Entity): void;
1262
1321
  /**
1322
+ * The break free progress increases as the player spams the prompt key until it reaches 1.0, at which point the ped breaks free.
1323
+ *
1263
1324
  * @returns
1264
1325
  */
1265
- isPedCuffed(): boolean;
1326
+ getPedWritheBreakFreeProgress(): number;
1266
1327
  /**
1267
- * @param avoidWater
1328
+ * @param p1
1268
1329
  * @param p2
1269
1330
  */
1270
- setPedPathPreferToAvoidWater(avoidWater: boolean, p2: number): void;
1331
+ eat(p1: any, p2: any): void;
1332
+ N_0x88FD60D846D9CD63(): void;
1271
1333
  /**
1272
1334
  * @param p1
1273
1335
  * @param p2
1274
1336
  * @param p3
1275
1337
  * @param p4
1276
1338
  * @param p5
1339
+ * @param p6
1340
+ * @param p7
1341
+ * @param p8
1342
+ * @param p9
1343
+ * @param p10
1344
+ * @param p11
1345
+ * @param p12
1346
+ * @param p13
1347
+ * @param p14
1277
1348
  */
1278
- investigate(p1: any, p2: any, p3: any, p4: any, p5: any): void;
1279
- waypointPlaybackUseDefaultSpeed(): void;
1280
- /**
1281
- * @param p1
1282
- * @param p2
1283
- */
1284
- knockedOutAndHogtied(p1: number, p2: number): void;
1349
+ followToOffsetOfCoord(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any): void;
1285
1350
  /**
1286
- * @returns
1351
+ * @param toggle
1287
1352
  */
1288
- getPedDesiredMoveBlendRatio(): number;
1289
- N_0xDF94844D474F31E5(): void;
1353
+ setBlockingOfNonTemporaryEvents(toggle: boolean): void;
1290
1354
  /**
1291
1355
  * @param p1
1292
1356
  * @param p2
@@ -1297,71 +1361,131 @@ export declare class PedTask extends BaseTask {
1297
1361
  * @param p7
1298
1362
  * @param p8
1299
1363
  */
1300
- seekCoverToCoverPoint(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
1364
+ vehicleDriveToCoord2(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
1365
+ stopLeadingHorse(): void;
1301
1366
  /**
1302
- * @param fleeFromTarget
1367
+ * @param p1
1303
1368
  */
1304
- flyAway(fleeFromTarget: Ped): void;
1369
+ setPedClearAimingInTheAir(p1: any): void;
1305
1370
  /**
1306
- * @param p1
1307
- * @param p2
1308
- * @param p3
1371
+ * @returns
1309
1372
  */
1310
- guardCurrentPosition(p1: number, p2: number, p3: boolean): void;
1373
+ pedIsInScenarioBase(): any;
1311
1374
  /**
1312
- * @param modifier
1375
+ * @param animDict
1376
+ * @param animName
1377
+ * @param pos
1378
+ * @param rot
1379
+ * @param speed
1380
+ * @param speedMultiplier
1381
+ * @param duration
1382
+ * @param flags Refer to [enum: eScriptedAnimFlags]
1383
+ * @param p13
1384
+ * @param p14 Refer to [enum: eIkControlFlags]
1385
+ * @param p15
1386
+ * @param p16
1313
1387
  */
1314
- setPedPathFoliageCostModifier(modifier: number): void;
1388
+ playAnimAdvanced(animDict: string | null, animName: string | null, pos: Vector3, rot: Vector3, speed: number, speedMultiplier: number, duration: number, flags: number, p13: number, p14: number, p15: number, p16: number): void;
1315
1389
  /**
1316
- * @param preferHorseWalkable
1390
+ * @param targetPed
1317
1391
  * @param p2
1392
+ * @param p3
1393
+ * @param p4
1394
+ * @param p5
1395
+ * @param p6
1318
1396
  */
1319
- setPedPathPreferHorseWalkable(preferHorseWalkable: boolean, p2: number): void;
1320
- clearPedSecondaryTask(): void;
1397
+ combatAnimalChargePed(targetPed: Ped, p2: boolean, p3: any, p4: any, p5: any, p6: any): void;
1321
1398
  /**
1322
- * Not implemented.
1399
+ * @returns
1400
+ */
1401
+ getLedHorseFromPed(): Ped | null;
1402
+ /**
1403
+ * @returns
1404
+ */
1405
+ N_0xBEDBE39B5FD98FD6(): boolean;
1406
+ /**
1407
+ * @returns
1408
+ */
1409
+ isPedRunningInspectionTask(): any;
1410
+ /**
1411
+ * @param entity
1412
+ * @param pos
1413
+ * @param p5
1414
+ * @param flags
1415
+ */
1416
+ placeCarriedEntityAtCoord(entity: Entity, pos: Vector3, p5: number, flags: number): void;
1417
+ /**
1418
+ * Params: moveBlendRatio commonly 1.25f, p5 is always 0 in R* Scripts
1323
1419
  *
1324
- * @param maxCruiseSpeed
1420
+ * @param moveBlendRatio
1421
+ * @param pos
1422
+ * @param p5
1325
1423
  */
1326
- setDriveTaskMaxCruiseSpeed(maxCruiseSpeed: number): void;
1424
+ moveFollowRoadUsingNavmesh(moveBlendRatio: number, pos: Vector3, p5: any): void;
1327
1425
  /**
1328
- * Params: p4 either 0.2f, 0.25f, 0.31f, 0.4f
1426
+ * @returns
1427
+ */
1428
+ getPedWaypointProgress(): number;
1429
+ /**
1430
+ * @param targetPed
1431
+ * @param targetVehicle
1432
+ * @param pos
1433
+ */
1434
+ setDrivebyTaskTarget(targetPed: Ped, targetVehicle: Vehicle, pos: Vector3): void;
1435
+ /**
1436
+ * All Interaction states
1437
+ * https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_ITEM_INTERACTION#-4-item_interaction_state_name--item_interaction_propid--1
1329
1438
  *
1330
- * @param p1
1439
+ * @param itemInteractionState
1331
1440
  * @param p2
1441
+ */
1442
+ setItemInteractionState(itemInteractionState: string | number, p2: number): void;
1443
+ /**
1444
+ * @param pos
1445
+ * @param speed
1332
1446
  * @param entity
1333
- * @param p4
1334
- * @param p5
1335
- * @param vPosOpponentX
1336
- * @param vPosOpponentY
1337
- * @param vPosOpponentZ
1338
- * @param fOpponentHead
1339
- * @param p10
1447
+ * @param p6
1448
+ * @param walkingStyle
1449
+ * @param p8
1340
1450
  */
1341
- duel(p1: any, p2: number, entity: Entity, p4: number, p5: number, vPosOpponentX: number, vPosOpponentY: number, vPosOpponentZ: number, fOpponentHead: number, p10: number): void;
1451
+ goToCoordAnyMeans(pos: Vector3, speed: number, entity: Entity, p6: boolean, walkingStyle: number, p8: number): void;
1342
1452
  /**
1343
- * @param vehicle
1344
- * @param waypointRecording
1345
- * @param drivingMode
1346
- * @param p4
1347
- * @param eWaypoint
1348
- * @param flag
1453
+ * @param propNameGxt
1454
+ * @param prop
1455
+ * @param propId
1456
+ * @param itemInteractionState
1457
+ * @param p5
1458
+ * @param p6
1349
1459
  * @param p7
1350
- * @param p8
1351
- * @param stoppingDist
1352
- * @param p10
1353
1460
  */
1354
- vehicleFollowWaypointRecording(vehicle: Vehicle, waypointRecording: string | null, drivingMode: number, p4: any, eWaypoint: number, flag: number, p7: number, p8: boolean, stoppingDist: number, p10: any): void;
1461
+ itemInteraction2(propNameGxt: string | number, prop: Prop, propId: string | number, itemInteractionState: string | number, p5: number, p6: any, p7: number): void;
1462
+ emotePlayAction(): void;
1463
+ /**
1464
+ * @param p1
1465
+ * @param p2
1466
+ * @param p3
1467
+ */
1468
+ wanderAndConverseWithPed(p1: any, p2: any, p3: any): void;
1355
1469
  /**
1356
1470
  * @param p1
1357
1471
  * @param p2
1358
1472
  * @param p3
1359
1473
  * @param p4
1360
- * @param p5
1361
- * @param p6
1474
+ */
1475
+ animalUnalerted(p1: any, p2: any, p3: any, p4: any): void;
1476
+ /**
1477
+ * See TASK_VEHICLE_MISSION
1478
+ *
1479
+ * @param vehicle
1480
+ * @param pedTarget
1481
+ * @param mode
1482
+ * @param maxSpeed
1483
+ * @param drivingStyle
1484
+ * @param minDistance
1362
1485
  * @param p7
1486
+ * @param DriveAgainstTraffic
1363
1487
  */
1364
- followEntityWhileAimingAtEntity(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any): void;
1488
+ vehicleMissionPedTarget(vehicle: Vehicle, pedTarget: Ped, mode: number, maxSpeed: number, drivingStyle: number, minDistance: number, p7: number, DriveAgainstTraffic: boolean): void;
1365
1489
  /**
1366
1490
  * @param p1
1367
1491
  * @param p2
@@ -1371,936 +1495,829 @@ export declare class PedTask extends BaseTask {
1371
1495
  * @param p6
1372
1496
  * @param p7
1373
1497
  * @param p8
1498
+ * @param p9
1499
+ * @param p10
1500
+ * @param p11
1501
+ * @param p12
1502
+ * @param p13
1503
+ * @param p14
1504
+ * @param p15
1505
+ * @param p16
1506
+ * @param p17
1374
1507
  */
1375
- gotoEntityOffsetXyAiming(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
1376
- /**
1377
- * @param train
1378
- * @param scenarioPoint
1379
- * @param scenarioHash
1380
- */
1381
- rideTrain(train: Vehicle, scenarioPoint: number, scenarioHash: string | number): void;
1508
+ moveNetworkAdvancedByNameWithInitParamsAttached(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any, p15: any, p16: any, p17: any): void;
1382
1509
  /**
1383
- * @param p1
1510
+ * @param vehicle
1384
1511
  * @param p2
1385
1512
  * @param p3
1513
+ * @param p4
1514
+ * @param p5
1386
1515
  */
1387
- setStealthMovement(p1: boolean, p2: any, p3: boolean): void;
1516
+ boardVehicle(vehicle: Vehicle, p2: any, p3: any, p4: any, p5: any): void;
1388
1517
  /**
1389
- * @param moveNetworkDefName
1390
1518
  * @param pos
1391
- * @param rot
1519
+ * @param fromPos
1520
+ * @param timeout
1521
+ * @param p8
1392
1522
  * @param p9
1393
1523
  * @param p10
1394
1524
  * @param p11
1395
1525
  * @param p12
1396
- * @param flag
1526
+ * @param p13
1397
1527
  * @param p14
1398
- * @returns taskData
1399
- */
1400
- moveNetworkAdvancedByNameWithInitParams(moveNetworkDefName: string | null, pos: Vector3, rot: Vector3, p9: number, p10: number, p11: number, p12: number, flag: number, p14: number): number;
1401
- /**
1402
- * @param target
1403
- * @param duration
1404
- * @param distance
1405
- * @param speed
1406
- * @param p5
1407
- * @param p6
1408
- */
1409
- goToEntity(target: Entity, duration: number, distance: number, speed: number, p5: number, p6: number): void;
1410
- /**
1411
- * @param heading
1412
- */
1413
- climb2(heading: number): void;
1414
- /**
1415
- * @param p1
1416
- */
1417
- pickUpWeapon(p1: any): void;
1418
- /**
1419
- * @param toggle
1528
+ * @param p15
1529
+ * @param p16
1530
+ * @param p17
1420
1531
  */
1421
- setPedPathCanDropFromHeight(toggle: boolean): void;
1532
+ putPedDirectlyIntoCoverFromCoords(pos: Vector3, fromPos: Vector3, timeout: number, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any, p15: any, p16: any, p17: any): void;
1422
1533
  /**
1423
- * @param targetPed
1424
- * @param targetVehicle
1425
- * @param targetPos
1426
- * @param distanceToShoot
1427
- * @param pedAccuracy
1428
- * @param p8
1429
- * @param firingPattern
1534
+ * @param horse
1430
1535
  */
1431
- driveBy(targetPed: Ped, targetVehicle: Vehicle, targetPos: Vector3, distanceToShoot: number, pedAccuracy: number, p8: boolean, firingPattern: string | number): void;
1536
+ leadHorse(horse: Ped): void;
1432
1537
  /**
1433
1538
  * @param p1
1434
1539
  * @param p2
1435
- */
1436
- endDuel(p1: boolean, p2: number): void;
1437
- /**
1438
- * @param pos
1439
- * @param distance
1440
- * @param duration
1540
+ * @param p3
1541
+ * @param p4
1542
+ * @param p5
1441
1543
  * @param p6
1442
1544
  * @param p7
1443
1545
  * @param p8
1444
1546
  * @param p9
1547
+ * @param p10
1445
1548
  */
1446
- useNearestScenarioToCoord(pos: Vector3, distance: number, duration: number, p6: boolean, p7: boolean, p8: boolean, p9: boolean): void;
1549
+ seekCoverToCoords(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any): void;
1447
1550
  /**
1448
- * stopRange: how close vehicle will get to destination before stopping, default 4.0
1449
- * straightLineDist: distance at which AI switches to heading for target directly instead of following nodes, default -1
1551
+ * flags:
1552
+ * MOVE_WHILST_WAITING_FOR_PATH = (1 << 0),
1553
+ * DO_NOT_STAND_STILL_AT_END_OF_PATH = (1 << 1),
1554
+ * SKIP_NAVIGATION = (1 << 2),
1555
+ * TEASF_AUTO_START_ANIM_SCENE = (1 << 3),
1556
+ * FORCE_STAND_STILL_AT_END_OF_PATH = (1 << 6),
1557
+ * ENTER_ANIM_SCENE_DONT_FOLLOW_NAVMESH = (1 << 7)
1450
1558
  *
1451
- * @param vehicle
1452
- * @param pos
1453
- * @param speed
1454
- * @param style
1455
- * @param vehicleModel
1456
- * @param drivingMode
1457
- * @param stopRange
1458
- * @param straightLineDist
1559
+ * @param animScene
1560
+ * @param entityName
1561
+ * @param playbackListName
1562
+ * @param enterSpeed
1563
+ * @param bAutoStart
1564
+ * @param flag
1565
+ * @param p7
1566
+ * @param p8
1459
1567
  */
1460
- vehicleDriveToCoord(vehicle: Vehicle, pos: Vector3, speed: number, style: any, vehicleModel: string | number, drivingMode: number, stopRange: number, straightLineDist: number): void;
1568
+ enterAnimScene(animScene: AnimScene, entityName: string | null, playbackListName: string | null, enterSpeed: number, bAutoStart: boolean, flag: number, p7: number, p8: number): void;
1461
1569
  /**
1462
1570
  * @param p1
1463
1571
  * @param p2
1464
1572
  * @param p3
1465
1573
  * @param p4
1466
1574
  * @param p5
1467
- * @param p6
1468
1575
  */
1469
- flyingCircle(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any): void;
1576
+ followPointRoute(p1: any, p2: any, p3: any, p4: any, p5: any): void;
1470
1577
  /**
1471
- * https://github.com/femga/rdr3_discoveries/tree/master/animations
1472
- * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eScriptedAnimFlags
1473
- * ikFlags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eIkControlFlags
1474
- *
1475
- * @param animDict
1476
- * @param animName
1477
- * @param speed
1478
- * @param speedMultiplier
1479
- * @param duration
1480
- * @param flags Refer to [enum: eScriptedAnimFlags]
1481
- * @param playbackRate
1482
- * @param p8
1483
- * @param ikFlags Refer to [enum: eIkControlFlags]
1484
- * @param p10
1485
- * @param taskFilter
1486
- * @param p12
1578
+ * @param mayEnterDeepWater
1487
1579
  */
1488
- playAnim(animDict: string | null, animName: string | null, speed: number, speedMultiplier: number, duration: number, flags: number, playbackRate: number, p8: boolean, ikFlags: number, p10: boolean, taskFilter: string | null, p12: boolean): void;
1580
+ setPedPathMayEnterDeepWater(mayEnterDeepWater: boolean): void;
1489
1581
  /**
1490
- * https://github.com/femga/rdr3_discoveries/blob/master/animations/scenarios
1491
- * Params: duration in milliseconds conditionalHash (optionally):
1492
- * 0 = play random conditional anim.
1493
- * Every conditional anim has requirements to play it.
1494
- * If requirements are not met, ped plays random allowed conditional anim or can be stuck.
1495
- * For example, this scenario type has possible conditional anim WORLD_HUMAN_LEAN_BACK_WALL_SMOKING_MALE_D, but it can not be played by player, because condition is set to NOT be CAIConditionIsPlayer (check file amb_rest.meta and amb_rest_CA.meta with OPENIV to clarify requirements).
1496
- *
1497
- * @param scenarioHash
1498
- * @param duration
1499
- * @param playEnterAnim
1500
- * @param conditionalHash
1501
- * @param heading
1502
- * @param p6
1582
+ * @param p1
1503
1583
  */
1504
- startScenarioInPlaceHash(scenarioHash: string | number, duration: number, playEnterAnim: boolean, conditionalHash: string | number, heading: number, p6: boolean): void;
1584
+ N_0x9050DF2C53801208(p1: number): void;
1505
1585
  /**
1506
- * https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_ANIMAL_INTERACTION
1586
+ * This native checks if a ped is on the ground, in pain from a (gunshot) wound.
1507
1587
  *
1508
- * @param targetPed
1509
- * @param interactionType
1510
- * @param interactionModel
1511
- * @param skipIdleAnimationClip
1588
+ * @returns
1512
1589
  */
1513
- animalInteraction(targetPed: Ped, interactionType: string | number, interactionModel: string | number, skipIdleAnimationClip: boolean): void;
1590
+ isPedInWrithe(): boolean;
1514
1591
  /**
1515
1592
  * @param p1
1593
+ * @param p2
1594
+ * @param p3
1595
+ * @param flags
1516
1596
  */
1517
- N_0x28EF780BDEA8A639(p1: number): void;
1518
- hogtieable(): void;
1597
+ boardVehicle2(p1: any, p2: any, p3: number, flags: number): void;
1519
1598
  /**
1520
- * @param preferAvoidFoliage
1599
+ * *SET_PED**
1600
+ *
1601
+ * @param p1
1521
1602
  * @param p2
1522
1603
  */
1523
- setPedPathPreferToAvoidFoliage(preferAvoidFoliage: boolean, p2: number): void;
1604
+ N_0x41D1331AFAD5A091(p1: number, p2: any): void;
1524
1605
  /**
1525
- * @param target
1606
+ * @returns
1526
1607
  */
1527
- vehicleAimAtPed(target: Ped): void;
1608
+ isPedArrestingAnyPed(): any;
1528
1609
  /**
1529
- * @param pos
1530
- * @param p4
1531
- * @param p5
1610
+ * @returns
1532
1611
  */
1533
- lootNearestEntity(pos: Vector3, p4: number, p5: number): void;
1612
+ waypointPlaybackGetIsPaused(): boolean;
1534
1613
  /**
1535
- * @param toggle
1614
+ * @param p1
1615
+ * @returns
1536
1616
  */
1537
- setPedPathCanUseClimbovers(toggle: boolean): void;
1617
+ isPedScenarioReactLooking(p1: boolean): any;
1618
+ /**
1619
+ * @returns args
1620
+ */
1621
+ shootWithWeapon(): number;
1622
+ N_0x22CDBF317C40A122(): void;
1538
1623
  /**
1539
- * @param p1
1540
1624
  * @returns
1541
1625
  */
1542
- getScenarioPointPedIsUsing(p1: boolean): number;
1626
+ getPedWaypointDistance(): number;
1543
1627
  /**
1544
- * https://github.com/femga/rdr3_discoveries/blob/master/AI/EVENTS/aud_ped_whistle_types.lua
1545
- * p2: UNSPECIFIED
1628
+ * @param mayEnterWater
1629
+ */
1630
+ setPedPathMayEnterWater(mayEnterWater: boolean): void;
1631
+ /**
1632
+ * Makes the ped ragdoll like when falling from a great height
1546
1633
  *
1547
- * @param audPedWhistleType
1634
+ * @param p1
1548
1635
  * @param p2
1636
+ * @param p3
1549
1637
  */
1550
- whistleAnim(audPedWhistleType: string | number, p2: string | number): void;
1638
+ setHighFallTask(p1: number, p2: number, p3: number): void;
1551
1639
  /**
1552
- * @param cruiseSpeed
1640
+ * @param p1
1553
1641
  */
1554
- setDriveTaskCruiseSpeed(cruiseSpeed: number): void;
1642
+ setPedDesiredMoveBlendRatio(p1: number): void;
1555
1643
  /**
1556
- * @param p1
1644
+ * @param patrolRoute
1557
1645
  * @param p2
1558
1646
  * @param p3
1559
1647
  * @param p4
1560
- * @param p5
1561
- * @param p6
1562
1648
  */
1563
- moveBeInFormation(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any): void;
1649
+ patrol(patrolRoute: string | null, p2: any, p3: boolean, p4: boolean): void;
1564
1650
  /**
1565
1651
  * @returns
1566
1652
  */
1567
- isPedDuelling(): any;
1653
+ isEntityRevivable(): any;
1568
1654
  /**
1569
- * @param signalName
1655
+ * @param travelMbr
1570
1656
  * @param pos
1657
+ * @param p5
1658
+ * @param p6
1571
1659
  */
1572
- setTaskMoveNetworkSignalVector(signalName: string | null, pos: Vector3): void;
1660
+ flyToCoord(travelMbr: number, pos: Vector3, p5: boolean, p6: boolean): void;
1573
1661
  /**
1574
- * Makes the specified ped flee the specified distance from the specified position.
1662
+ * @param vehicle
1663
+ * @param flags Refer to [enum: eEnterExitVehicleFlags]
1664
+ * @param unkPed
1665
+ */
1666
+ leaveVehicle(vehicle: Vehicle, flags: number, unkPed: Ped): void;
1667
+ /**
1668
+ * Immediately stops the pedestrian from whatever it's doing. They stop fighting, animations, etc. they forget what they were doing. resetCrouch TRUE = ped will stand up if crouching, FALSE = ped will remain crouching if crouched
1575
1669
  *
1576
- * @param pos
1577
- * @param distance
1578
- * @param time
1579
- * @param fleeType Refer to [enum: eFleeStyle]
1580
- * @param fleeSpeed
1670
+ * @param p1
1671
+ * @param resetCrouch
1581
1672
  */
1582
- smartFleeCoord(pos: Vector3, distance: number, time: number, fleeType: number, fleeSpeed: number): void;
1673
+ clearPedTasksImmediately(p1: boolean, resetCrouch: boolean): void;
1583
1674
  /**
1584
- * @returns
1675
+ * @param entity
1585
1676
  */
1586
- N_0xFDECCA06E8B81346(): any;
1677
+ pickupCarriableEntity(entity: Entity): void;
1587
1678
  /**
1588
- * @param pos
1589
- * @param heading
1590
- * @param scenarioName
1679
+ * @param killer
1680
+ * @param p2
1681
+ * @param weaponHash Refer to [enum: eWeaponHash]
1682
+ * @param p4
1683
+ * @param p5
1591
1684
  */
1592
- standGuard(pos: Vector3, heading: number, scenarioName: string | null): void;
1685
+ animalBleedOut(killer: Ped, p2: boolean, weaponHash: eWeaponHash, p4: number, p5: number): void;
1593
1686
  /**
1594
- * @param vehicle
1595
- * @param targetVehicle
1596
- * @param mode
1597
- * @param speed
1598
- * @param drivingStyle
1599
- * @param minDistance
1687
+ * @param p1
1688
+ * @param p2
1689
+ * @param p3
1690
+ * @param p4
1691
+ * @param p5
1692
+ * @param p6
1600
1693
  * @param p7
1601
- * @param noRoadsDistance
1694
+ * @param p8
1695
+ * @param p9
1602
1696
  */
1603
- vehicleEscort(vehicle: Vehicle, targetVehicle: Vehicle, mode: number, speed: number, drivingStyle: number, minDistance: number, p7: number, noRoadsDistance: number): void;
1697
+ gotoEntityOffsetXyzAiming(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any): void;
1604
1698
  /**
1605
- * @param ped2
1606
1699
  * @param entity
1700
+ * @param p2
1701
+ * @param p3
1702
+ * @param p4
1703
+ * @param p5
1704
+ * @param p6
1607
1705
  */
1608
- dumpCarriableFromParent(ped2: Ped, entity: Entity): void;
1609
- /**
1610
- * The break free progress increases as the player spams the prompt key until it reaches 1.0, at which point the ped breaks free.
1611
- *
1612
- * @returns
1613
- */
1614
- getPedWritheBreakFreeProgress(): number;
1706
+ N_0x517D01BF27B682D1(entity: Entity, p2: number, p3: number, p4: number, p5: number, p6: number): void;
1615
1707
  /**
1616
- * @param p1
1617
- * @param p2
1708
+ * @param animDict
1709
+ * @param animName
1618
1710
  */
1619
- eat(p1: any, p2: any): void;
1620
- N_0x88FD60D846D9CD63(): void;
1711
+ playAnimOnRunningScenario(animDict: string | null, animName: string | null): void;
1621
1712
  /**
1622
- * @param p1
1713
+ * @param ped2
1623
1714
  * @param p2
1624
1715
  * @param p3
1625
1716
  * @param p4
1626
1717
  * @param p5
1627
1718
  * @param p6
1628
1719
  * @param p7
1720
+ */
1721
+ useScenarioPoint2(ped2: Ped, p2: any, p3: string | null, p4: number, p5: string | number, p6: number, p7: boolean): void;
1722
+ /**
1723
+ * @param barkAtTarget
1724
+ * @param mood
1725
+ */
1726
+ bark(barkAtTarget: Ped, mood: string | number): void;
1727
+ /**
1728
+ * @returns
1729
+ */
1730
+ getTaskMoveNetworkState(): string | null;
1731
+ /**
1732
+ * @param vehicle
1733
+ * @param timeout
1734
+ * @param seat
1735
+ * @param speed
1736
+ * @param flag Refer to [enum: eEnterExitVehicleFlags]
1737
+ * @param p6
1738
+ */
1739
+ enterVehicle(vehicle: Vehicle, timeout: number, seat: number, speed: number, flag: number, p6: any): void;
1740
+ /**
1741
+ * Documentation from GTA V, might be the same in RDR: '1 - brake
1742
+ * '3 - brake + reverse
1743
+ * '4 - turn left 90 + braking
1744
+ * '5 - turn right 90 + braking
1745
+ * '6 - brake strong (handbrake?) until time ends
1746
+ * '7 - turn left + accelerate
1747
+ * '7 - turn right + accelerate
1748
+ * '9 - weak acceleration
1749
+ * '10 - turn left + restore wheel pos to center in the end
1750
+ * '11 - turn right + restore wheel pos to center in the end
1751
+ * '13 - turn left + go reverse
1752
+ * '14 - turn left + go reverse
1753
+ * '16 - crash the game after like 2 seconds :)
1754
+ * '17 - keep actual state, game crashed after few tries
1755
+ * '18 - game crash
1756
+ * '19 - strong brake + turn left/right
1757
+ * '20 - weak brake + turn left then turn right
1758
+ * '21 - weak brake + turn right then turn left
1759
+ * '22 - brake + reverse
1760
+ * '23 - accelerate fast
1761
+ * '24 - brake
1762
+ * '25 - brake turning left then when almost stopping it turns left more
1763
+ * '26 - brake turning right then when almost stopping it turns right more
1764
+ * '27 - brake until car stop or until time ends
1765
+ * '28 - brake + strong reverse acceleration
1766
+ * '30 - performs a burnout (brake until stop + brake and accelerate)
1767
+ * '31 - accelerate + handbrake
1768
+ * '32 - accelerate very strong Seems to be this:
1769
+ * Works on NPCs, but overrides their current task. If inside a task sequence (and not being the last task), "time" will work, otherwise the task will be performed forever until tasked with something else
1770
+ *
1771
+ * @param vehicle
1772
+ * @param action
1773
+ * @param time
1774
+ */
1775
+ vehicleTempAction(vehicle: Vehicle, action: number, time: number): void;
1776
+ /**
1777
+ * @param pos
1778
+ * @param ped2
1779
+ * @param p5
1780
+ * @param p6
1781
+ * @param p7
1629
1782
  * @param p8
1630
1783
  * @param p9
1631
1784
  * @param p10
1632
1785
  * @param p11
1633
- * @param p12
1786
+ * @param firingPattern
1634
1787
  * @param p13
1635
1788
  * @param p14
1636
1789
  */
1637
- followToOffsetOfCoord(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any): void;
1790
+ goToCoordWhileAimingAtEntity(pos: Vector3, ped2: Ped, p5: number, p6: any, p7: number, p8: number, p9: any, p10: any, p11: any, firingPattern: string | number, p13: number, p14: any): void;
1791
+ /**
1792
+ * Gets the status of a script-assigned task, and returns an int between 0-8
1793
+ * taskHash: https://alloc8or.re/rdr3/doc/enums/eScriptTaskHash.txt WAITING_TO_START_TASK = 0,
1794
+ * PERFORMING_TASK
1795
+ * DORMANT_TASK
1796
+ * VACANT_STAGE
1797
+ * GROUP_TASK_STAGE
1798
+ * ATTRACTOR_SCRIPT_TASK_STAGE
1799
+ * SECONDARY_TASK_STAGE
1800
+ * TASK_NOT_FOUND
1801
+ * FINISHED_TASK
1802
+ *
1803
+ * @param taskHash
1804
+ * @param p2
1805
+ * @returns
1806
+ */
1807
+ getScriptTaskStatus(taskHash: string | number, p2: boolean): number;
1638
1808
  /**
1639
- * @param toggle
1809
+ * @returns
1640
1810
  */
1641
- setBlockingOfNonTemporaryEvents(toggle: boolean): void;
1811
+ getScenarioPointTypePedIsUsing(): number;
1642
1812
  /**
1813
+ * Takes scenario point handle instead of hash
1814
+ *
1643
1815
  * @param p1
1644
1816
  * @param p2
1645
1817
  * @param p3
1646
1818
  * @param p4
1647
1819
  * @param p5
1648
1820
  * @param p6
1649
- * @param p7
1650
- * @param p8
1651
1821
  */
1652
- vehicleDriveToCoord2(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
1653
- stopLeadingHorse(): void;
1822
+ startScenarioInPlace2(p1: any, p2: string | null, p3: number, p4: boolean, p5: number, p6: boolean): void;
1654
1823
  /**
1655
- * @param p1
1824
+ * @param duration
1825
+ * @param pedToCowerFrom
1826
+ * @param p3
1656
1827
  */
1657
- setPedClearAimingInTheAir(p1: any): void;
1828
+ cower(duration: number, pedToCowerFrom: Ped, p3: string | null): void;
1658
1829
  /**
1659
- * @returns
1830
+ * @param unused
1660
1831
  */
1661
- pedIsInScenarioBase(): any;
1832
+ reloadWeapon(unused: boolean): void;
1662
1833
  /**
1663
- * @param animDict
1664
- * @param animName
1665
- * @param pos
1666
- * @param rot
1667
- * @param speed
1668
- * @param speedMultiplier
1669
- * @param duration
1670
- * @param flags Refer to [enum: eScriptedAnimFlags]
1671
- * @param p13
1672
- * @param p14 Refer to [enum: eIkControlFlags]
1673
- * @param p15
1674
- * @param p16
1834
+ * @param targetPed
1675
1835
  */
1676
- playAnimAdvanced(animDict: string | null, animName: string | null, pos: Vector3, rot: Vector3, speed: number, speedMultiplier: number, duration: number, flags: number, p13: number, p14: number, p15: number, p16: number): void;
1836
+ lassoPed(targetPed: Ped): void;
1677
1837
  /**
1678
- * @param targetPed
1838
+ * @param volume
1679
1839
  * @param p2
1680
1840
  * @param p3
1681
1841
  * @param p4
1682
- * @param p5
1683
- * @param p6
1684
- */
1685
- combatAnimalChargePed(targetPed: Ped, p2: boolean, p3: any, p4: any, p5: any, p6: any): void;
1686
- /**
1687
- * @returns
1688
- */
1689
- getLedHorseFromPed(): Ped | null;
1690
- /**
1691
- * @returns
1692
- */
1693
- N_0xBEDBE39B5FD98FD6(): boolean;
1694
- /**
1695
- * @returns
1696
- */
1697
- isPedRunningInspectionTask(): any;
1698
- /**
1699
- * @param entity
1700
- * @param pos
1701
- * @param p5
1702
- * @param flags
1703
1842
  */
1704
- placeCarriedEntityAtCoord(entity: Entity, pos: Vector3, p5: number, flags: number): void;
1843
+ wanderInVolume(volume: Volume, p2: number, p3: number, p4: number): void;
1705
1844
  /**
1706
- * Params: moveBlendRatio commonly 1.25f, p5 is always 0 in R* Scripts
1845
+ * This function is hard-coded to always return false.
1707
1846
  *
1708
- * @param moveBlendRatio
1709
- * @param pos
1710
- * @param p5
1711
- */
1712
- moveFollowRoadUsingNavmesh(moveBlendRatio: number, pos: Vector3, p5: any): void;
1713
- /**
1714
1847
  * @returns
1715
1848
  */
1716
- getPedWaypointProgress(): number;
1849
+ isPedBeingArrested(): boolean;
1717
1850
  /**
1718
- * @param targetPed
1719
- * @param targetVehicle
1720
- * @param pos
1851
+ * @param p1
1721
1852
  */
1722
- setDrivebyTaskTarget(targetPed: Ped, targetVehicle: Vehicle, pos: Vector3): void;
1853
+ companionAmbient(p1: any): void;
1723
1854
  /**
1724
- * All Interaction states
1725
- * https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_ITEM_INTERACTION#-4-item_interaction_state_name--item_interaction_propid--1
1855
+ * Params: p5 = some flag?, p6 = -1.0f, p8 = 0 in R* Scripts
1856
+ * fleeStyle: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eFleeStyle
1726
1857
  *
1727
- * @param itemInteractionState
1728
- * @param p2
1729
- */
1730
- setItemInteractionState(itemInteractionState: string | number, p2: number): void;
1731
- /**
1732
1858
  * @param pos
1733
- * @param speed
1734
- * @param entity
1859
+ * @param fleeStyle
1860
+ * @param p5
1735
1861
  * @param p6
1736
- * @param walkingStyle
1862
+ * @param duration
1737
1863
  * @param p8
1738
1864
  */
1739
- goToCoordAnyMeans(pos: Vector3, speed: number, entity: Entity, p6: boolean, walkingStyle: number, p8: number): void;
1865
+ fleeCoord(pos: Vector3, fleeStyle: number, p5: number, p6: number, duration: number, p8: number): void;
1740
1866
  /**
1741
- * @param propNameGxt
1742
- * @param prop
1743
- * @param propId
1744
- * @param itemInteractionState
1745
- * @param p5
1746
- * @param p6
1747
- * @param p7
1867
+ * @param unused
1748
1868
  */
1749
- itemInteraction2(propNameGxt: string | number, prop: Prop, propId: string | number, itemInteractionState: string | number, p5: number, p6: any, p7: number): void;
1750
- emotePlayAction(): void;
1869
+ jump(unused: boolean): void;
1751
1870
  /**
1752
- * @param p1
1753
- * @param p2
1754
- * @param p3
1871
+ * @returns Returns `true` if the specified mount is currently being lead by a player, `false` otherwise.
1755
1872
  */
1756
- wanderAndConverseWithPed(p1: any, p2: any, p3: any): void;
1873
+ isPedBeingLead(): boolean;
1757
1874
  /**
1758
- * @param p1
1875
+ * @param entity
1759
1876
  * @param p2
1760
1877
  * @param p3
1761
1878
  * @param p4
1762
1879
  */
1763
- animalUnalerted(p1: any, p2: any, p3: any, p4: any): void;
1880
+ seekClearLosToEntity(entity: Entity, p2: number, p3: number, p4: number): void;
1764
1881
  /**
1765
- * See TASK_VEHICLE_MISSION
1766
- *
1767
- * @param vehicle
1768
- * @param pedTarget
1769
- * @param mode
1770
- * @param maxSpeed
1771
- * @param drivingStyle
1772
- * @param minDistance
1773
- * @param p7
1774
- * @param DriveAgainstTraffic
1882
+ * @param pos
1883
+ * @param p4
1775
1884
  */
1776
- vehicleMissionPedTarget(vehicle: Vehicle, pedTarget: Ped, mode: number, maxSpeed: number, drivingStyle: number, minDistance: number, p7: number, DriveAgainstTraffic: boolean): void;
1885
+ vehicleShootAtCoord(pos: Vector3, p4: number): void;
1777
1886
  /**
1778
1887
  * @param p1
1779
- * @param p2
1780
- * @param p3
1781
- * @param p4
1782
- * @param p5
1783
- * @param p6
1784
- * @param p7
1785
- * @param p8
1786
- * @param p9
1787
- * @param p10
1788
- * @param p11
1789
- * @param p12
1790
- * @param p13
1791
- * @param p14
1792
- * @param p15
1793
- * @param p16
1794
- * @param p17
1888
+ * @returns
1795
1889
  */
1796
- moveNetworkAdvancedByNameWithInitParamsAttached(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any, p15: any, p16: any, p17: any): void;
1890
+ isPedExitingScenario(p1: boolean): any;
1797
1891
  /**
1798
- * @param vehicle
1799
- * @param p2
1892
+ * https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_HORSE_ACTION
1893
+ * Params: p2, p3 are set to 0 in R* Scripts
1894
+ *
1895
+ * @param action
1896
+ * @param targetPed
1800
1897
  * @param p3
1801
- * @param p4
1802
- * @param p5
1803
1898
  */
1804
- boardVehicle(vehicle: Vehicle, p2: any, p3: any, p4: any, p5: any): void;
1899
+ horseAction(action: number, targetPed: Ped, p3: any): void;
1805
1900
  /**
1806
- * @param pos
1807
- * @param fromPos
1808
- * @param timeout
1901
+ * @param targetPed
1902
+ * @param lookIntensity Refer to [enum: eLookIntensity]
1903
+ * @param exitAnimation Refer to [enum: eLookReturnAnimation]
1904
+ * @param duration
1905
+ * @param p5
1906
+ * @param targetPed2
1907
+ * @param p7
1809
1908
  * @param p8
1810
- * @param p9
1811
- * @param p10
1812
- * @param p11
1813
- * @param p12
1814
- * @param p13
1815
- * @param p14
1816
- * @param p15
1817
- * @param p16
1818
- * @param p17
1819
1909
  */
1820
- putPedDirectlyIntoCoverFromCoords(pos: Vector3, fromPos: Vector3, timeout: number, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any, p15: any, p16: any, p17: any): void;
1910
+ reactLookAt(targetPed: Ped, lookIntensity: number, exitAnimation: number, duration: number, p5: number, targetPed2: Ped, p7: any, p8: any): void;
1821
1911
  /**
1822
- * @param horse
1912
+ * @param vehicle
1913
+ * @param speed
1914
+ * @param drivingStyle
1823
1915
  */
1824
- leadHorse(horse: Ped): void;
1916
+ vehicleDriveWander(vehicle: Vehicle, speed: number, drivingStyle: number): void;
1825
1917
  /**
1826
- * @param p1
1827
- * @param p2
1918
+ * Params: p3 = 0, 1; p5 = 0.0f, -1.0f
1919
+ * https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_ITEM_INTERACTION
1920
+ *
1921
+ * @param itemHash
1922
+ * @param interactionAnimHash
1828
1923
  * @param p3
1829
- * @param p4
1924
+ * @param flag
1830
1925
  * @param p5
1831
- * @param p6
1832
- * @param p7
1833
- * @param p8
1834
- * @param p9
1835
- * @param p10
1836
1926
  */
1837
- seekCoverToCoords(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any): void;
1927
+ startTaskItemInteraction(itemHash: string | number, interactionAnimHash: string | number, p3: number, flag: number, p5: number): void;
1838
1928
  /**
1839
- * flags:
1840
- * MOVE_WHILST_WAITING_FOR_PATH = (1 << 0),
1841
- * DO_NOT_STAND_STILL_AT_END_OF_PATH = (1 << 1),
1842
- * SKIP_NAVIGATION = (1 << 2),
1843
- * TEASF_AUTO_START_ANIM_SCENE = (1 << 3),
1844
- * FORCE_STAND_STILL_AT_END_OF_PATH = (1 << 6),
1845
- * ENTER_ANIM_SCENE_DONT_FOLLOW_NAVMESH = (1 << 7)
1929
+ * Despite its name, it only attacks ONE hated target. The one closest hated target.
1846
1930
  *
1847
- * @param animScene
1848
- * @param entityName
1849
- * @param playbackListName
1850
- * @param enterSpeed
1851
- * @param bAutoStart
1852
- * @param flag
1853
- * @param p7
1854
- * @param p8
1931
+ * @param radius
1932
+ * @param flags
1933
+ * @param p3
1855
1934
  */
1856
- enterAnimScene(animScene: AnimScene, entityName: string | null, playbackListName: string | null, enterSpeed: number, bAutoStart: boolean, flag: number, p7: number, p8: number): void;
1935
+ combatHatedTargetsAroundPed(radius: number, flags: number, p3: any): void;
1857
1936
  /**
1858
1937
  * @param p1
1859
1938
  * @param p2
1860
- * @param p3
1861
- * @param p4
1862
- * @param p5
1863
1939
  */
1864
- followPointRoute(p1: any, p2: any, p3: any, p4: any, p5: any): void;
1940
+ animalAlerted(p1: any, p2: any): void;
1865
1941
  /**
1866
- * @param mayEnterDeepWater
1942
+ * @param pos
1943
+ * @param radius
1944
+ * @param p5
1945
+ * @param p6
1946
+ * @param p7
1867
1947
  */
1868
- setPedPathMayEnterDeepWater(mayEnterDeepWater: boolean): void;
1948
+ wanderInArea(pos: Vector3, radius: number, p5: number, p6: number, p7: number): void;
1869
1949
  /**
1870
- * @param p1
1950
+ * _SET_PED_PATH_P*
1951
+ *
1952
+ * @param modifier
1871
1953
  */
1872
- N_0x9050DF2C53801208(p1: number): void;
1954
+ setPedPathLadderCostModifier(modifier: number): void;
1873
1955
  /**
1874
- * This native checks if a ped is on the ground, in pain from a (gunshot) wound.
1875
- *
1876
- * @returns
1956
+ * @param targetPed
1957
+ * @param p2
1877
1958
  */
1878
- isPedInWrithe(): boolean;
1959
+ cutFreeHogtiedTargetPed2(targetPed: Ped, p2: number): void;
1879
1960
  /**
1880
1961
  * @param p1
1881
1962
  * @param p2
1882
1963
  * @param p3
1883
- * @param flags
1964
+ * @param p4
1965
+ * @param p5
1966
+ * @param p6
1967
+ * @param p7
1968
+ * @param p8
1969
+ * @param p9
1970
+ * @param p10
1971
+ * @param p11
1972
+ * @param p12
1973
+ * @param p13
1974
+ * @param p14
1975
+ * @param p15
1884
1976
  */
1885
- boardVehicle2(p1: any, p2: any, p3: number, flags: number): void;
1977
+ goToCoordWhileAimingAtCoord(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any, p15: any): void;
1886
1978
  /**
1887
- * *SET_PED**
1979
+ * Dismounts the ped from the animal it's mounted on. taskFlag affects what side the rider gets off. p2-p5 are almost always 0.
1888
1980
  *
1889
- * @param p1
1981
+ * @param taskFlag Refer to [enum: eEnterExitVehicleFlags]
1890
1982
  * @param p2
1983
+ * @param p3
1984
+ * @param p4
1985
+ * @param targetPed
1891
1986
  */
1892
- N_0x41D1331AFAD5A091(p1: number, p2: any): void;
1987
+ dismountAnimal(taskFlag: number, p2: any, p3: any, p4: any, targetPed: Ped): void;
1893
1988
  /**
1894
1989
  * @returns
1895
1990
  */
1896
- isPedArrestingAnyPed(): any;
1991
+ pedHasUseScenarioTask(): boolean;
1897
1992
  /**
1898
- * @returns
1993
+ * Makes the specified ped achieve the specified heading. pedHandle: The handle of the ped to assign the task to.
1994
+ * heading: The desired heading.
1995
+ * timeout: The time, in milliseconds, to allow the task to complete. If the task times out, it is canceled, and the ped will stay at the heading it managed to reach in the time.
1996
+ *
1997
+ * @param heading
1998
+ * @param timeout
1899
1999
  */
1900
- waypointPlaybackGetIsPaused(): boolean;
2000
+ achieveHeading(heading: number, timeout: number): void;
1901
2001
  /**
1902
- * @param p1
1903
2002
  * @returns
1904
2003
  */
1905
- isPedScenarioReactLooking(p1: boolean): any;
1906
- /**
1907
- * @returns args
1908
- */
1909
- shootWithWeapon(): number;
1910
- N_0x22CDBF317C40A122(): void;
2004
+ isPedStill(): boolean;
1911
2005
  /**
2006
+ * @param scenario
1912
2007
  * @returns
1913
2008
  */
1914
- getPedWaypointDistance(): number;
1915
- /**
1916
- * @param mayEnterWater
1917
- */
1918
- setPedPathMayEnterWater(mayEnterWater: boolean): void;
2009
+ isPedActiveInScenario(scenario: number): boolean;
1919
2010
  /**
1920
- * Makes the ped ragdoll like when falling from a great height
1921
- *
1922
2011
  * @param p1
1923
2012
  * @param p2
1924
2013
  * @param p3
1925
2014
  */
1926
- setHighFallTask(p1: number, p2: number, p3: number): void;
2015
+ waypointPlaybackResume(p1: boolean, p2: number, p3: number): void;
1927
2016
  /**
1928
2017
  * @param p1
1929
- */
1930
- setPedDesiredMoveBlendRatio(p1: number): void;
1931
- /**
1932
- * @param patrolRoute
1933
2018
  * @param p2
1934
2019
  * @param p3
1935
2020
  * @param p4
1936
- */
1937
- patrol(patrolRoute: string | null, p2: any, p3: boolean, p4: boolean): void;
1938
- /**
1939
- * @returns
1940
- */
1941
- isEntityRevivable(): any;
1942
- /**
1943
- * @param travelMbr
1944
- * @param pos
1945
2021
  * @param p5
1946
2022
  * @param p6
1947
2023
  */
1948
- flyToCoord(travelMbr: number, pos: Vector3, p5: boolean, p6: boolean): void;
2024
+ aimAtCoord(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any): void;
1949
2025
  /**
1950
- * @param vehicle
1951
- * @param flags Refer to [enum: eEnterExitVehicleFlags]
1952
- * @param unkPed
2026
+ * @param task
2027
+ * @param multiplier
2028
+ * @param p3
2029
+ * @param animDict
2030
+ * @param flags
1953
2031
  */
1954
- leaveVehicle(vehicle: Vehicle, flags: number, unkPed: Ped): void;
2032
+ moveNetworkByName(task: string | null, multiplier: number, p3: boolean, animDict: string | null, flags: number): void;
1955
2033
  /**
1956
- * Immediately stops the pedestrian from whatever it's doing. They stop fighting, animations, etc. they forget what they were doing. resetCrouch TRUE = ped will stand up if crouching, FALSE = ped will remain crouching if crouched
2034
+ * Only used in R* SP Script beat_washed_ashore
2035
+ * Returns Object prop for TASK::_TASK_ITEM_INTERACTION_2
1957
2036
  *
1958
2037
  * @param p1
1959
- * @param resetCrouch
1960
- */
1961
- clearPedTasksImmediately(p1: boolean, resetCrouch: boolean): void;
1962
- /**
1963
- * @param entity
1964
- */
1965
- pickupCarriableEntity(entity: Entity): void;
1966
- /**
1967
- * @param killer
1968
- * @param p2
1969
- * @param weaponHash Refer to [enum: eWeaponHash]
1970
- * @param p4
1971
- * @param p5
2038
+ * @returns
1972
2039
  */
1973
- animalBleedOut(killer: Ped, p2: boolean, weaponHash: eWeaponHash, p4: number, p5: number): void;
2040
+ N_0x678D3226CF70B9C8(p1: boolean): Prop | null;
1974
2041
  /**
1975
- * @param p1
2042
+ * @param waypointRecording
1976
2043
  * @param p2
1977
2044
  * @param p3
1978
2045
  * @param p4
1979
2046
  * @param p5
1980
2047
  * @param p6
1981
- * @param p7
1982
- * @param p8
1983
- * @param p9
1984
2048
  */
1985
- gotoEntityOffsetXyzAiming(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any): void;
2049
+ followWaypointRecordingAtOffset(waypointRecording: string | null, p2: number, p3: number, p4: number, p5: number, p6: boolean): void;
1986
2050
  /**
1987
- * @param entity
1988
- * @param p2
2051
+ * @param fromPed
2052
+ * @param duration
1989
2053
  * @param p3
1990
2054
  * @param p4
1991
2055
  * @param p5
1992
- * @param p6
1993
- */
1994
- N_0x517D01BF27B682D1(entity: Entity, p2: number, p3: number, p4: number, p5: number, p6: number): void;
1995
- /**
1996
- * @param animDict
1997
- * @param animName
1998
2056
  */
1999
- playAnimOnRunningScenario(animDict: string | null, animName: string | null): void;
2057
+ seekCoverFromPed(fromPed: Ped, duration: number, p3: any, p4: any, p5: any): void;
2000
2058
  /**
2001
- * @param ped2
2002
- * @param p2
2003
- * @param p3
2004
- * @param p4
2005
- * @param p5
2006
- * @param p6
2007
- * @param p7
2059
+ * @returns
2008
2060
  */
2009
- useScenarioPoint2(ped2: Ped, p2: any, p3: string | null, p4: number, p5: string | number, p6: number, p7: boolean): void;
2061
+ getRansackScenarioPointPedIsUsing(): any;
2062
+ emoteOutro(): void;
2010
2063
  /**
2011
- * @param barkAtTarget
2012
- * @param mood
2064
+ * @param task
2065
+ * @returns
2013
2066
  */
2014
- bark(barkAtTarget: Ped, mood: string | number): void;
2067
+ getScriptTaskActionTime(task: string | number): number;
2015
2068
  /**
2069
+ * @param p1
2016
2070
  * @returns
2017
2071
  */
2018
- getTaskMoveNetworkState(): string | null;
2072
+ isEmoteTaskRunning(p1: any): boolean;
2019
2073
  /**
2020
- * @param vehicle
2021
- * @param timeout
2022
- * @param seat
2023
- * @param speed
2024
- * @param flag Refer to [enum: eEnterExitVehicleFlags]
2025
- * @param p6
2074
+ * @returns args
2026
2075
  */
2027
- enterVehicle(vehicle: Vehicle, timeout: number, seat: number, speed: number, flag: number, p6: any): void;
2076
+ followPavementToCoord(): number;
2028
2077
  /**
2029
- * Documentation from GTA V, might be the same in RDR: '1 - brake
2030
- * '3 - brake + reverse
2031
- * '4 - turn left 90 + braking
2032
- * '5 - turn right 90 + braking
2033
- * '6 - brake strong (handbrake?) until time ends
2034
- * '7 - turn left + accelerate
2035
- * '7 - turn right + accelerate
2036
- * '9 - weak acceleration
2037
- * '10 - turn left + restore wheel pos to center in the end
2038
- * '11 - turn right + restore wheel pos to center in the end
2039
- * '13 - turn left + go reverse
2040
- * '14 - turn left + go reverse
2041
- * '16 - crash the game after like 2 seconds :)
2042
- * '17 - keep actual state, game crashed after few tries
2043
- * '18 - game crash
2044
- * '19 - strong brake + turn left/right
2045
- * '20 - weak brake + turn left then turn right
2046
- * '21 - weak brake + turn right then turn left
2047
- * '22 - brake + reverse
2048
- * '23 - accelerate fast
2049
- * '24 - brake
2050
- * '25 - brake turning left then when almost stopping it turns left more
2051
- * '26 - brake turning right then when almost stopping it turns right more
2052
- * '27 - brake until car stop or until time ends
2053
- * '28 - brake + strong reverse acceleration
2054
- * '30 - performs a burnout (brake until stop + brake and accelerate)
2055
- * '31 - accelerate + handbrake
2056
- * '32 - accelerate very strong Seems to be this:
2057
- * Works on NPCs, but overrides their current task. If inside a task sequence (and not being the last task), "time" will work, otherwise the task will be performed forever until tasked with something else
2058
- *
2059
- * @param vehicle
2060
- * @param action
2061
- * @param time
2078
+ * @returns
2062
2079
  */
2063
- vehicleTempAction(vehicle: Vehicle, action: number, time: number): void;
2080
+ isTaskMoveNetworkActive(): boolean;
2064
2081
  /**
2065
2082
  * @param pos
2066
- * @param ped2
2067
- * @param p5
2068
- * @param p6
2069
- * @param p7
2070
- * @param p8
2071
- * @param p9
2072
- * @param p10
2073
- * @param p11
2074
- * @param firingPattern
2075
- * @param p13
2076
- * @param p14
2083
+ * @param p4
2077
2084
  */
2078
- goToCoordWhileAimingAtEntity(pos: Vector3, ped2: Ped, p5: number, p6: any, p7: number, p8: number, p9: any, p10: any, p11: any, firingPattern: string | number, p13: number, p14: any): void;
2085
+ addFleeTargetCoords(pos: Vector3, p4: number): void;
2079
2086
  /**
2080
- * Gets the status of a script-assigned task, and returns an int between 0-8
2081
- * taskHash: https://alloc8or.re/rdr3/doc/enums/eScriptTaskHash.txt WAITING_TO_START_TASK = 0,
2082
- * PERFORMING_TASK
2083
- * DORMANT_TASK
2084
- * VACANT_STAGE
2085
- * GROUP_TASK_STAGE
2086
- * ATTRACTOR_SCRIPT_TASK_STAGE
2087
- * SECONDARY_TASK_STAGE
2088
- * TASK_NOT_FOUND
2089
- * FINISHED_TASK
2087
+ * item hashes: PRIMARYITEM, P_MUGCOFFEE01X_PH_R_HAND, P_BOTTLEBEER01X_PH_R_HAND
2088
+ * http://prntscr.com/1qtp3bz
2089
+ * https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_ITEM_INTERACTION
2090
2090
  *
2091
- * @param taskHash
2092
- * @param p2
2091
+ * @param item
2093
2092
  * @returns
2094
2093
  */
2095
- getScriptTaskStatus(taskHash: string | number, p2: boolean): number;
2094
+ getItemInteractionEntityFromPed(item: string | number): Entity | null;
2096
2095
  /**
2097
- * @returns
2096
+ * @param entity
2098
2097
  */
2099
- getScenarioPointTypePedIsUsing(): number;
2098
+ lootEntity(entity: Entity): void;
2100
2099
  /**
2101
- * Takes scenario point handle instead of hash
2100
+ * Params: p2: AR_TAKEDOWN_FRONT, AR_EXECUTION_FRONT, 0 in R* Scripts
2102
2101
  *
2103
- * @param p1
2102
+ * @param targetPed
2104
2103
  * @param p2
2105
2104
  * @param p3
2106
2105
  * @param p4
2107
2106
  * @param p5
2108
2107
  * @param p6
2108
+ * @param p7
2109
+ * @returns
2109
2110
  */
2110
- startScenarioInPlace2(p1: any, p2: string | null, p3: number, p4: boolean, p5: number, p6: boolean): void;
2111
+ melee(targetPed: Ped, p2: string | number, p3: any, p4: any, p5: number, p6: any, p7: number): any;
2111
2112
  /**
2112
- * @param duration
2113
- * @param pedToCowerFrom
2113
+ * @param p1
2114
+ * @param p2
2114
2115
  * @param p3
2116
+ * @param p4
2117
+ * @param p5
2118
+ * @param p6
2119
+ * @param p7
2120
+ * @param p8
2115
2121
  */
2116
- cower(duration: number, pedToCowerFrom: Ped, p3: string | null): void;
2122
+ leadAndConverse(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
2117
2123
  /**
2118
- * @param unused
2124
+ * clipset: CLIPSET@MECH_HOGTIE@HUMAN@BREAKOUT_MG@GROUND, CLIPSET@MECH_HOGTIE@HUMAN@BREAKOUT_MG@SHOULDER, CLIPSET@MECH_HOGTIE@HUMAN@BREAKOUT_MG@MOUNT
2125
+ * clipset can also be 0
2126
+ *
2127
+ * @param p1
2128
+ * @param clipset
2129
+ * @returns
2119
2130
  */
2120
- reloadWeapon(unused: boolean): void;
2131
+ setEnhancedBreakFree(p1: boolean, clipset: string | null): any;
2121
2132
  /**
2122
- * @param targetPed
2133
+ * @returns args
2123
2134
  */
2124
- lassoPed(targetPed: Ped): void;
2135
+ scriptedAnimation(): number;
2125
2136
  /**
2126
- * @param volume
2137
+ * @param p1
2138
+ */
2139
+ N_0x8B1FDF63C3193EDA(p1: number): void;
2140
+ /**
2141
+ * @param target
2142
+ * @param p2
2143
+ */
2144
+ vehicleShootAtPed(target: Ped, p2: number): void;
2145
+ /**
2146
+ * motionStateHash: see FORCE_PED_MOTION_STATE
2147
+ *
2148
+ * @param motionStateHash
2127
2149
  * @param p2
2128
- * @param p3
2129
- * @param p4
2130
2150
  */
2131
- wanderInVolume(volume: Volume, p2: number, p3: number, p4: number): void;
2151
+ forceMotionState(motionStateHash: string | number, p2: boolean): void;
2132
2152
  /**
2133
- * This function is hard-coded to always return false.
2153
+ * duration: the amount of time in milliseconds to do the task. -1 will keep the task going until either another task is applied, or CLEAR_ALL_TASKS() is called with the ped
2134
2154
  *
2135
- * @returns
2155
+ * @param targetEntity
2156
+ * @param duration
2157
+ * @param p3
2158
+ * @param p4
2159
+ * @param p5
2136
2160
  */
2137
- isPedBeingArrested(): boolean;
2161
+ turnPedToFaceEntity(targetEntity: Entity, duration: number, p3: number, p4: number, p5: number): void;
2138
2162
  /**
2139
- * @param p1
2163
+ * @param entity
2164
+ * @param p2
2165
+ * @param pos
2166
+ * @param duration
2140
2167
  */
2141
- companionAmbient(p1: any): void;
2168
+ gotoEntityOffset(entity: Entity, p2: any, pos: Vector3, duration: number): void;
2142
2169
  /**
2143
- * Params: p5 = some flag?, p6 = -1.0f, p8 = 0 in R* Scripts
2144
- * fleeStyle: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eFleeStyle
2145
- *
2146
2170
  * @param pos
2147
- * @param fleeStyle
2171
+ * @param duration
2148
2172
  * @param p5
2149
2173
  * @param p6
2150
- * @param duration
2151
- * @param p8
2152
- */
2153
- fleeCoord(pos: Vector3, fleeStyle: number, p5: number, p6: number, duration: number, p8: number): void;
2154
- /**
2155
- * @param unused
2156
- */
2157
- jump(unused: boolean): void;
2158
- /**
2159
- * @returns Returns `true` if the specified mount is currently being lead by a player, `false` otherwise.
2174
+ * @param p7
2160
2175
  */
2161
- isPedBeingLead(): boolean;
2176
+ seekCoverFromPos(pos: Vector3, duration: number, p5: any, p6: any, p7: any): void;
2162
2177
  /**
2163
- * @param entity
2178
+ * @param p1
2164
2179
  * @param p2
2165
2180
  * @param p3
2166
2181
  * @param p4
2167
2182
  */
2168
- seekClearLosToEntity(entity: Entity, p2: number, p3: number, p4: number): void;
2183
+ moveInTrafficAwayFromEntity(p1: any, p2: any, p3: any, p4: any): void;
2169
2184
  /**
2170
2185
  * @param pos
2171
- * @param p4
2172
2186
  */
2173
- vehicleShootAtCoord(pos: Vector3, p4: number): void;
2187
+ vehicleAimAtCoord(pos: Vector3): void;
2174
2188
  /**
2175
- * @param p1
2176
- * @returns
2189
+ * If no timeout, set timeout to -1.
2190
+ *
2191
+ * @param pos
2192
+ * @param speedMultiplier
2193
+ * @param timeout
2194
+ * @param stoppingRange
2195
+ * @param flags
2196
+ * @param heading
2177
2197
  */
2178
- isPedExitingScenario(p1: boolean): any;
2198
+ followNavMeshToCoord(pos: Vector3, speedMultiplier: number, timeout: number, stoppingRange: number, flags: number, heading: number): void;
2179
2199
  /**
2180
- * https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_HORSE_ACTION
2181
- * Params: p2, p3 are set to 0 in R* Scripts
2200
+ * Despite its name, it only attacks ONE hated target. The one closest to the specified position.
2182
2201
  *
2183
- * @param action
2184
- * @param targetPed
2185
- * @param p3
2202
+ * @param pos
2203
+ * @param radius
2204
+ * @param flags
2205
+ * @param p6
2186
2206
  */
2187
- horseAction(action: number, targetPed: Ped, p3: any): void;
2207
+ combatHatedTargetsInArea(pos: Vector3, radius: number, flags: number, p6: any): void;
2188
2208
  /**
2209
+ * Params: p2 is always -1.f in R* Scripts
2210
+ *
2189
2211
  * @param targetPed
2190
- * @param lookIntensity Refer to [enum: eLookIntensity]
2191
- * @param exitAnimation Refer to [enum: eLookReturnAnimation]
2192
- * @param duration
2193
- * @param p5
2194
- * @param targetPed2
2195
- * @param p7
2196
- * @param p8
2212
+ * @param p2
2197
2213
  */
2198
- reactLookAt(targetPed: Ped, lookIntensity: number, exitAnimation: number, duration: number, p5: number, targetPed2: Ped, p7: any, p8: any): void;
2214
+ addFleeTargetPed(targetPed: Ped, p2: number): void;
2199
2215
  /**
2200
- * @param vehicle
2201
- * @param speed
2202
- * @param drivingStyle
2216
+ * Params: p2 is returned by BUILTIN::SHIFT_LEFT
2217
+ *
2218
+ * @param ped2
2219
+ * @param p2
2203
2220
  */
2204
- vehicleDriveWander(vehicle: Vehicle, speed: number, drivingStyle: number): void;
2221
+ evasiveAnim(ped2: Ped, p2: number): void;
2205
2222
  /**
2206
- * Params: p3 = 0, 1; p5 = 0.0f, -1.0f
2207
- * https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_ITEM_INTERACTION
2208
- *
2209
- * @param itemHash
2210
- * @param interactionAnimHash
2223
+ * @param p1
2224
+ * @param p2
2211
2225
  * @param p3
2212
- * @param flag
2213
- * @param p5
2214
2226
  */
2215
- startTaskItemInteraction(itemHash: string | number, interactionAnimHash: string | number, p3: number, flag: number, p5: number): void;
2227
+ performSequenceFromProgress(p1: any, p2: any, p3: any): void;
2216
2228
  /**
2217
- * Despite its name, it only attacks ONE hated target. The one closest hated target.
2229
+ * @param signalName
2230
+ * @param value
2231
+ */
2232
+ setTaskMoveNetworkSignalBool(signalName: string | null, value: boolean): void;
2233
+ /**
2234
+ * flags: 67108864, 2097152, 524564, 524675 (eDrivingFlags)
2235
+ * p7 = 6 or 3
2236
+ * p8 = x coordinate
2237
+ * p9 - 8.f
2238
+ * p10 = false
2218
2239
  *
2219
- * @param radius
2220
- * @param flags
2221
- * @param p3
2240
+ * @param vehicle
2241
+ * @param pos
2242
+ * @param speed
2243
+ * @param drivingFlags
2244
+ * @param p7
2245
+ * @param stoppingRange1
2246
+ * @param stoppingRange2
2247
+ * @param p10
2222
2248
  */
2223
- combatHatedTargetsAroundPed(radius: number, flags: number, p3: any): void;
2249
+ vehicleDriveToDestination(vehicle: Vehicle, pos: Vector3, speed: number, drivingFlags: number, p7: number, stoppingRange1: number, stoppingRange2: number, p10: boolean): void;
2224
2250
  /**
2225
2251
  * @param p1
2226
2252
  * @param p2
2227
2253
  */
2228
- animalAlerted(p1: any, p2: any): void;
2254
+ ambientAnimalStalk(p1: any, p2: any): void;
2229
2255
  /**
2230
- * @param pos
2231
- * @param radius
2232
- * @param p5
2233
- * @param p6
2234
- * @param p7
2256
+ * @param phaseName
2257
+ * @returns
2235
2258
  */
2236
- wanderInArea(pos: Vector3, radius: number, p5: number, p6: number, p7: number): void;
2259
+ getTaskMoveNetworkPhaseFloat(phaseName: string | null): number;
2237
2260
  /**
2238
- * _SET_PED_PATH_P*
2261
+ * This tasks the ped to do nothing for the specified amount of milliseconds.
2262
+ * This is useful if you want to add a delay between tasks when using a sequence task.
2239
2263
  *
2240
- * @param modifier
2264
+ * @param ms
2241
2265
  */
2242
- setPedPathLadderCostModifier(modifier: number): void;
2266
+ pause(ms: number): void;
2243
2267
  /**
2244
- * @param targetPed
2245
- * @param p2
2268
+ * Makes the specified ped shuffle to the next vehicle seat.
2269
+ * The ped MUST be in a vehicle and the vehicle parameter MUST be the ped's current vehicle.
2270
+ *
2271
+ * @param vehicle
2246
2272
  */
2247
- cutFreeHogtiedTargetPed2(targetPed: Ped, p2: number): void;
2273
+ shuffleToNextVehicleSeat(vehicle: Vehicle): void;
2248
2274
  /**
2249
- * @param p1
2250
- * @param p2
2251
- * @param p3
2252
- * @param p4
2253
- * @param p5
2254
- * @param p6
2255
- * @param p7
2275
+ * @param pos
2276
+ * @param speedMultiplier
2277
+ * @param timeout
2278
+ * @param stoppingRange
2279
+ * @param flags
2256
2280
  * @param p8
2257
2281
  * @param p9
2258
2282
  * @param p10
2259
- * @param p11
2260
- * @param p12
2261
- * @param p13
2262
- * @param p14
2263
- * @param p15
2283
+ * @param entity
2284
+ * @param unk
2264
2285
  */
2265
- goToCoordWhileAimingAtCoord(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any, p15: any): void;
2286
+ followNavMeshToCoordAdvanced(pos: Vector3, speedMultiplier: number, timeout: number, stoppingRange: number, flags: number, p8: number, p9: number, p10: number, entity: Entity, unk: number): void;
2266
2287
  /**
2267
- * Dismounts the ped from the animal it's mounted on. taskFlag affects what side the rider gets off. p2-p5 are almost always 0.
2268
- *
2269
- * @param taskFlag Refer to [enum: eEnterExitVehicleFlags]
2270
- * @param p2
2271
- * @param p3
2272
- * @param p4
2273
- * @param targetPed
2288
+ * @param radius
2289
+ * @param time
2290
+ * @param flags
2274
2291
  */
2275
- dismountAnimal(taskFlag: number, p2: any, p3: any, p4: any, targetPed: Ped): void;
2292
+ combatHatedTargetsAroundPedTimed(radius: number, time: number, flags: number): void;
2276
2293
  /**
2277
2294
  * @returns
2278
2295
  */
2279
- pedHasUseScenarioTask(): boolean;
2296
+ isPedRunning(): boolean;
2280
2297
  /**
2281
- * Makes the specified ped achieve the specified heading. pedHandle: The handle of the ped to assign the task to.
2282
- * heading: The desired heading.
2283
- * timeout: The time, in milliseconds, to allow the task to complete. If the task times out, it is canceled, and the ped will stay at the heading it managed to reach in the time.
2284
- *
2285
- * @param heading
2286
- * @param timeout
2298
+ * @returns
2287
2299
  */
2288
- achieveHeading(heading: number, timeout: number): void;
2300
+ isPedSprinting(): boolean;
2289
2301
  /**
2290
- * @returns
2302
+ * @param useSlidingSurfaces
2291
2303
  */
2292
- isPedStill(): boolean;
2304
+ setPedPathMayUseSlidingSurfaces(useSlidingSurfaces: boolean): void;
2293
2305
  /**
2294
- * @param scenario
2295
- * @returns
2306
+ * Force a ped that is already attacking to aim directly at the specified world coordinates.
2307
+ *
2308
+ * @param pos
2309
+ * @param p4
2310
+ * @param p5
2311
+ * @param p6
2296
2312
  */
2297
- isPedActiveInScenario(scenario: number): boolean;
2313
+ forcePointAimAtCoord(pos: Vector3, p4?: number, p5?: boolean, p6?: boolean): void;
2298
2314
  /**
2299
2315
  * @param p1
2300
2316
  * @param p2
2301
2317
  * @param p3
2318
+ * @param p4
2302
2319
  */
2303
- waypointPlaybackResume(p1: boolean, p2: number, p3: number): void;
2320
+ swapWeapon(p1: any, p2: any, p3: any, p4: any): void;
2304
2321
  /**
2305
2322
  * @param p1
2306
2323
  * @param p2
@@ -2308,95 +2325,99 @@ export declare class PedTask extends BaseTask {
2308
2325
  * @param p4
2309
2326
  * @param p5
2310
2327
  * @param p6
2328
+ * @param p7
2329
+ * @param p8
2311
2330
  */
2312
- aimAtCoord(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any): void;
2331
+ gotoEntityOffsetXyz(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
2313
2332
  /**
2314
- * @param task
2315
- * @param multiplier
2316
- * @param p3
2317
- * @param animDict
2318
- * @param flags
2333
+ * @param pos
2334
+ * @param distance
2335
+ * @param duration
2336
+ * @param p6
2337
+ * @param p7
2338
+ * @param p8
2339
+ * @param p9
2319
2340
  */
2320
- moveNetworkByName(task: string | null, multiplier: number, p3: boolean, animDict: string | null, flags: number): void;
2341
+ useNearestScenarioToCoordWarp(pos: Vector3, distance: number, duration: number, p6: boolean, p7: boolean, p8: boolean, p9: boolean): void;
2321
2342
  /**
2322
- * Only used in R* SP Script beat_washed_ashore
2323
- * Returns Object prop for TASK::_TASK_ITEM_INTERACTION_2
2324
- *
2325
- * @param p1
2326
- * @returns
2343
+ * @param neverUseInteriors
2327
2344
  */
2328
- N_0x678D3226CF70B9C8(p1: boolean): Prop | null;
2345
+ setPedPathNeverUseInteriors(neverUseInteriors: boolean): void;
2329
2346
  /**
2330
- * @param waypointRecording
2331
- * @param p2
2332
- * @param p3
2333
- * @param p4
2334
- * @param p5
2335
- * @param p6
2347
+ * @param radius
2336
2348
  */
2337
- followWaypointRecordingAtOffset(waypointRecording: string | null, p2: number, p3: number, p4: number, p5: number, p6: boolean): void;
2349
+ combatHatedTargets(radius: number): void;
2350
+ /**
2351
+ * Only used in R* Scripts fishing_core and av_fishing_river
2352
+ *
2353
+ * @returns p1
2354
+ */
2355
+ setTaskFishing(): [any, number];
2338
2356
  /**
2339
- * @param fromPed
2340
- * @param duration
2357
+ * @param p1
2358
+ * @param p2
2341
2359
  * @param p3
2342
2360
  * @param p4
2343
2361
  * @param p5
2362
+ * @param p6
2363
+ * @param p7
2364
+ * @param p8
2365
+ * @param p9
2366
+ * @param p10
2344
2367
  */
2345
- seekCoverFromPed(fromPed: Ped, duration: number, p3: any, p4: any, p5: any): void;
2346
- /**
2347
- * @returns
2348
- */
2349
- getRansackScenarioPointPedIsUsing(): any;
2350
- emoteOutro(): void;
2368
+ goToEntityWhileAimingAtEntityUsingCombatStyle(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any): void;
2351
2369
  /**
2352
- * @param task
2353
- * @returns
2370
+ * @param preferStayInWater
2371
+ * @param p2
2354
2372
  */
2355
- getScriptTaskActionTime(task: string | number): number;
2373
+ setPedPathPreferStayInWater(preferStayInWater: boolean, p2: number): void;
2356
2374
  /**
2357
- * @param p1
2358
- * @returns
2375
+ * @param name
2359
2376
  */
2360
- isEmoteTaskRunning(p1: any): boolean;
2377
+ requestTaskMoveNetworkStateTransition(name: string | null): void;
2361
2378
  /**
2362
- * @returns args
2379
+ * @param entity
2363
2380
  */
2364
- followPavementToCoord(): number;
2381
+ pedFishingrodHookEntity(entity: Entity): void;
2365
2382
  /**
2366
- * @returns
2383
+ * Baits: p_fishHook02x, p_baitBread01x, p_baitCorn01x, p_baitCheese01x, p_baitWorm01x, p_baitCricket01x, p_crawdad01x, p_finisheDragonfly01x, p_finisdFishlure01x, p_finishdCrawd01x, p_finisheDragonflyLegendary01x, p_finisdFishlureLegendary01x, p_finishdCrawdLegendary01x, p_lgoc_spinner_v4
2384
+ *
2385
+ * @param bait
2386
+ * @param withoutBuoy
2387
+ * @param instantly
2367
2388
  */
2368
- isTaskMoveNetworkActive(): boolean;
2389
+ setFishingBait(bait: string | null, withoutBuoy: boolean, instantly: boolean): void;
2369
2390
  /**
2370
- * @param pos
2391
+ * Params: p3, p4, p5, p6: 0, 0, 0, -1.0f in R* Scripts
2392
+ *
2393
+ * @param item
2394
+ * @param p3
2371
2395
  * @param p4
2396
+ * @param p5
2397
+ * @param p6
2398
+ * @returns guid
2372
2399
  */
2373
- addFleeTargetCoords(pos: Vector3, p4: number): void;
2400
+ itemInteraction3(item: string | number, p3: any, p4: any, p5: any, p6: number): number;
2374
2401
  /**
2375
- * item hashes: PRIMARYITEM, P_MUGCOFFEE01X_PH_R_HAND, P_BOTTLEBEER01X_PH_R_HAND
2376
- * http://prntscr.com/1qtp3bz
2377
- * https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_ITEM_INTERACTION
2378
- *
2379
- * @param item
2380
- * @returns
2402
+ * @returns Returns `true` if the specified `ped` is currently in combat using a ranged weapon, and is ready to shoot (actively attempting to attack)
2381
2403
  */
2382
- getItemInteractionEntityFromPed(item: string | number): Entity | null;
2404
+ getTaskCombatReadyToShoot(): boolean;
2383
2405
  /**
2384
- * @param entity
2406
+ * @param vehicle
2407
+ * @param seat
2385
2408
  */
2386
- lootEntity(entity: Entity): void;
2409
+ warpPedIntoVehicle(vehicle: Vehicle, seat: number): void;
2387
2410
  /**
2388
- * Params: p2: AR_TAKEDOWN_FRONT, AR_EXECUTION_FRONT, 0 in R* Scripts
2411
+ * ped = Ped you want to perform this task.
2412
+ * target = the Entity they should aim at.
2413
+ * distanceToStopAt = distance from the target, where the ped should stop to aim.
2414
+ * StartAimingDist = distance where the ped should start to aim.
2389
2415
  *
2390
- * @param targetPed
2391
- * @param p2
2392
- * @param p3
2393
- * @param p4
2394
- * @param p5
2395
- * @param p6
2396
- * @param p7
2397
- * @returns
2416
+ * @param target
2417
+ * @param distanceToStopAt
2418
+ * @param StartAimingDist
2398
2419
  */
2399
- melee(targetPed: Ped, p2: string | number, p3: any, p4: any, p5: number, p6: any, p7: number): any;
2420
+ gotoEntityAiming(target: Entity, distanceToStopAt: number, StartAimingDist: number): void;
2400
2421
  /**
2401
2422
  * @param p1
2402
2423
  * @param p2
@@ -2406,158 +2427,137 @@ export declare class PedTask extends BaseTask {
2406
2427
  * @param p6
2407
2428
  * @param p7
2408
2429
  * @param p8
2430
+ * @param p9
2431
+ * @param p10
2432
+ * @param p11
2433
+ * @param p12
2434
+ * @param p13
2435
+ * @param p14
2409
2436
  */
2410
- leadAndConverse(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
2437
+ goToCoordWhileAimingAtEntityUsingCombatStyle(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any): void;
2411
2438
  /**
2412
- * clipset: CLIPSET@MECH_HOGTIE@HUMAN@BREAKOUT_MG@GROUND, CLIPSET@MECH_HOGTIE@HUMAN@BREAKOUT_MG@SHOULDER, CLIPSET@MECH_HOGTIE@HUMAN@BREAKOUT_MG@MOUNT
2413
- * clipset can also be 0
2439
+ * Used with 'P_BODYPARTARMFLOAT02X' model in fishing_core.c
2414
2440
  *
2415
- * @param p1
2416
- * @param clipset
2441
+ * @param object
2442
+ */
2443
+ pedFishingrodHookObject(object: Prop): void;
2444
+ /**
2445
+ * @param exitAnimation
2446
+ * @param p2
2447
+ */
2448
+ reactLookAtEnd(exitAnimation: number, p2: boolean): void;
2449
+ clearDrivebyTaskUnderneathDrivingTask(): void;
2450
+ clearLookAt(): void;
2451
+ /**
2452
+ * @param inputContext
2417
2453
  * @returns
2418
2454
  */
2419
- setEnhancedBreakFree(p1: boolean, clipset: string | null): any;
2455
+ getItemInteractionPromptProgress(inputContext: string | number): number;
2420
2456
  /**
2421
- * @returns args
2457
+ * @param toggle
2422
2458
  */
2423
- scriptedAnimation(): number;
2459
+ setPedPathCanUseLadders(toggle: boolean): void;
2424
2460
  /**
2425
2461
  * @param p1
2462
+ * @param p2
2426
2463
  */
2427
- N_0x8B1FDF63C3193EDA(p1: number): void;
2464
+ stopAnimPlayback(p1: number, p2: boolean): void;
2428
2465
  /**
2429
- * @param target
2466
+ * @param targetPed
2430
2467
  * @param p2
2468
+ * @returns
2431
2469
  */
2432
- vehicleShootAtPed(target: Ped, p2: number): void;
2470
+ confront(targetPed: Ped, p2: number): any;
2471
+ N_0x1F298C7BD30D1240(): void;
2433
2472
  /**
2434
- * motionStateHash: see FORCE_PED_MOTION_STATE
2435
- *
2436
- * @param motionStateHash
2473
+ * @param p1
2437
2474
  * @param p2
2475
+ * @param p3
2438
2476
  */
2439
- forceMotionState(motionStateHash: string | number, p2: boolean): void;
2477
+ setCrouchMovement(p1: boolean, p2: any, p3: boolean): void;
2440
2478
  /**
2441
- * duration: the amount of time in milliseconds to do the task. -1 will keep the task going until either another task is applied, or CLEAR_ALL_TASKS() is called with the ped
2479
+ * Tells the ped to go to an offset coord from an entity, without using the navmesh. if timeBeforeTeleport is -1 the ped will never warp, p7 is 1 or 0 still unknown param
2442
2480
  *
2443
- * @param targetEntity
2444
- * @param duration
2445
- * @param p3
2446
- * @param p4
2447
- * @param p5
2481
+ * @param entity
2482
+ * @param offset
2483
+ * @param moveBlendRatio
2484
+ * @param timeBeforeTeleport
2485
+ * @param p7
2448
2486
  */
2449
- turnPedToFaceEntity(targetEntity: Entity, duration: number, p3: number, p4: number, p5: number): void;
2487
+ goStraightToCoordRelativeToEntity(entity: Entity, offset: Vector3, moveBlendRatio: number, timeBeforeTeleport: number, p7: number): void;
2450
2488
  /**
2451
- * @param entity
2452
- * @param p2
2453
- * @param pos
2454
- * @param duration
2489
+ * Sets the time it takes for a hogtied ped to escape
2490
+ * -1.0f for ped to never escape
2491
+ *
2492
+ * @param time
2455
2493
  */
2456
- gotoEntityOffset(entity: Entity, p2: any, pos: Vector3, duration: number): void;
2494
+ setHogtieEscapeTimer(time: number): void;
2457
2495
  /**
2458
- * @param pos
2459
- * @param duration
2460
- * @param p5
2461
- * @param p6
2462
- * @param p7
2496
+ * Makes the ped run to take cover
2463
2497
  */
2464
- seekCoverFromPos(pos: Vector3, duration: number, p5: any, p6: any, p7: any): void;
2498
+ stayInCover(): void;
2465
2499
  /**
2466
2500
  * @param p1
2467
- * @param p2
2468
- * @param p3
2469
- * @param p4
2470
2501
  */
2471
- moveInTrafficAwayFromEntity(p1: any, p2: any, p3: any, p4: any): void;
2502
+ followWaypointRecordingAdvanced(p1: any): void;
2472
2503
  /**
2504
+ * Tells the ped to go to a coord, without using the navemesh. if timeBeforeTeleport is -1 the ped will never warp, p8 is always 0 or 1 still unknown
2505
+ *
2473
2506
  * @param pos
2507
+ * @param moveBlendRatio
2508
+ * @param timeBeforeTeleport
2509
+ * @param finalHeading
2510
+ * @param targetRadius
2511
+ * @param p8
2474
2512
  */
2475
- vehicleAimAtCoord(pos: Vector3): void;
2513
+ goStraightToCoord(pos: Vector3, moveBlendRatio: number, timeBeforeTeleport: number, finalHeading: number, targetRadius: number, p8: number): void;
2476
2514
  /**
2477
- * If no timeout, set timeout to -1.
2478
- *
2479
- * @param pos
2480
- * @param speedMultiplier
2481
- * @param timeout
2482
- * @param stoppingRange
2483
- * @param flags
2484
- * @param heading
2515
+ * @param p1
2516
+ * @returns
2485
2517
  */
2486
- followNavMeshToCoord(pos: Vector3, speedMultiplier: number, timeout: number, stoppingRange: number, flags: number, heading: number): void;
2518
+ N_0x2D657B10F211C572(p1: number): any;
2487
2519
  /**
2488
- * Despite its name, it only attacks ONE hated target. The one closest to the specified position.
2520
+ * Coords: volume coords used in R* Script smuggler2
2521
+ * p4/p5 = 0 in R* Scripts previous name TASK_COMBAT_PED_3
2489
2522
  *
2490
2523
  * @param pos
2491
- * @param radius
2492
- * @param flags
2493
- * @param p6
2524
+ * @param p4
2525
+ * @param p5
2494
2526
  */
2495
- combatHatedTargetsInArea(pos: Vector3, radius: number, flags: number, p6: any): void;
2527
+ combatPedAtCoords(pos: Vector3, p4: number, p5: number): void;
2496
2528
  /**
2497
- * Params: p2 is always -1.f in R* Scripts
2529
+ * Makes the specified ped stand still for (time) milliseconds.
2498
2530
  *
2499
- * @param targetPed
2500
- * @param p2
2531
+ * @param time
2501
2532
  */
2502
- addFleeTargetPed(targetPed: Ped, p2: number): void;
2533
+ standStill(time: number): void;
2503
2534
  /**
2504
- * Params: p2 is returned by BUILTIN::SHIFT_LEFT
2505
- *
2506
- * @param ped2
2507
- * @param p2
2535
+ * @param animDictionary
2536
+ * @param animationName
2537
+ * @param p3
2508
2538
  */
2509
- evasiveAnim(ped2: Ped, p2: number): void;
2539
+ stopAnimTask(animDictionary: string | null, animationName: string | null, p3: number): void;
2510
2540
  /**
2511
2541
  * @param p1
2512
2542
  * @param p2
2513
2543
  * @param p3
2514
2544
  */
2515
- performSequenceFromProgress(p1: any, p2: any, p3: any): void;
2516
- /**
2517
- * @param signalName
2518
- * @param value
2519
- */
2520
- setTaskMoveNetworkSignalBool(signalName: string | null, value: boolean): void;
2545
+ turnToFaceClosestPed(p1: number, p2: number, p3: number): void;
2521
2546
  /**
2522
- * flags: 67108864, 2097152, 524564, 524675 (eDrivingFlags)
2523
- * p7 = 6 or 3
2524
- * p8 = x coordinate
2525
- * p9 - 8.f
2526
- * p10 = false
2547
+ * Fishing Research: https://pastebin.com/NmK5ZLVs
2548
+ * Only used in R* Scripts fishing_core and av_fishing_river
2527
2549
  *
2528
- * @param vehicle
2529
- * @param pos
2530
- * @param speed
2531
- * @param drivingFlags
2532
- * @param p7
2533
- * @param stoppingRange1
2534
- * @param stoppingRange2
2535
- * @param p10
2550
+ * @returns p1
2536
2551
  */
2537
- vehicleDriveToDestination(vehicle: Vehicle, pos: Vector3, speed: number, drivingFlags: number, p7: number, stoppingRange1: number, stoppingRange2: number, p10: boolean): void;
2552
+ getTaskFishing(): [any, number];
2538
2553
  /**
2539
2554
  * @param p1
2540
2555
  * @param p2
2541
2556
  */
2542
- ambientAnimalStalk(p1: any, p2: any): void;
2557
+ shockingEventReact(p1: any, p2: any): void;
2543
2558
  /**
2544
- * @param phaseName
2545
2559
  * @returns
2546
2560
  */
2547
- getTaskMoveNetworkPhaseFloat(phaseName: string | null): number;
2548
- /**
2549
- * This tasks the ped to do nothing for the specified amount of milliseconds.
2550
- * This is useful if you want to add a delay between tasks when using a sequence task.
2551
- *
2552
- * @param ms
2553
- */
2554
- pause(ms: number): void;
2555
- /**
2556
- * Makes the specified ped shuffle to the next vehicle seat.
2557
- * The ped MUST be in a vehicle and the vehicle parameter MUST be the ped's current vehicle.
2558
- *
2559
- * @param vehicle
2560
- */
2561
- shuffleToNextVehicleSeat(vehicle: Vehicle): void;
2561
+ N_0xB520DBDA7FCF573F(): boolean;
2562
2562
  }
2563
2563
  //# sourceMappingURL=PedTask.d.ts.map