@nativewrappers/redm-codegen 0.0.2 → 0.0.4

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Files changed (248) hide show
  1. package/dist/classes/AnimScene.d.ts +101 -101
  2. package/dist/classes/AnimScene.d.ts.map +1 -1
  3. package/dist/classes/AnimScene.js +147 -147
  4. package/dist/classes/BaseModel.d.ts +12 -12
  5. package/dist/classes/BaseModel.d.ts.map +1 -1
  6. package/dist/classes/BaseModel.js +18 -18
  7. package/dist/classes/BaseTask.d.ts +22 -22
  8. package/dist/classes/BaseTask.d.ts.map +1 -1
  9. package/dist/classes/BaseTask.js +29 -29
  10. package/dist/classes/Cam.d.ts +86 -86
  11. package/dist/classes/Cam.d.ts.map +1 -1
  12. package/dist/classes/Cam.js +116 -116
  13. package/dist/classes/Entity.d.ts +426 -425
  14. package/dist/classes/Entity.d.ts.map +1 -1
  15. package/dist/classes/Entity.js +594 -589
  16. package/dist/classes/Interior.d.ts +1 -1
  17. package/dist/classes/Interior.d.ts.map +1 -1
  18. package/dist/classes/Ped.d.ts +13 -12
  19. package/dist/classes/Ped.d.ts.map +1 -1
  20. package/dist/classes/Ped.js +5 -0
  21. package/dist/classes/PedTask.d.ts +729 -729
  22. package/dist/classes/PedTask.d.ts.map +1 -1
  23. package/dist/classes/PedTask.js +951 -951
  24. package/dist/classes/PersChar.d.ts +11 -11
  25. package/dist/classes/PersChar.d.ts.map +1 -1
  26. package/dist/classes/PersChar.js +17 -17
  27. package/dist/classes/Pickup.d.ts +3 -3
  28. package/dist/classes/Pickup.d.ts.map +1 -1
  29. package/dist/classes/Pickup.js +7 -7
  30. package/dist/classes/Player.d.ts +164 -164
  31. package/dist/classes/Player.d.ts.map +1 -1
  32. package/dist/classes/Player.js +218 -218
  33. package/dist/classes/Prop.d.ts +87 -86
  34. package/dist/classes/Prop.d.ts.map +1 -1
  35. package/dist/classes/Prop.js +131 -126
  36. package/dist/classes/PropSet.d.ts +18 -18
  37. package/dist/classes/PropSet.d.ts.map +1 -1
  38. package/dist/classes/PropSet.js +25 -25
  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 +18 -18
  43. package/dist/classes/VehicleTask.d.ts.map +1 -1
  44. package/dist/classes/VehicleTask.js +26 -26
  45. package/dist/classes/Volume.d.ts +1 -1
  46. package/dist/classes/Volume.d.ts.map +1 -1
  47. package/dist/classes/Weapon.d.ts +277 -277
  48. package/dist/classes/Weapon.d.ts.map +1 -1
  49. package/dist/classes/Weapon.js +398 -398
  50. package/dist/namespaces/Aitransport.d.ts +77 -77
  51. package/dist/namespaces/Aitransport.d.ts.map +1 -1
  52. package/dist/namespaces/Aitransport.js +94 -94
  53. package/dist/namespaces/Animscene.d.ts +51 -51
  54. package/dist/namespaces/Animscene.d.ts.map +1 -1
  55. package/dist/namespaces/Animscene.js +69 -69
  56. package/dist/namespaces/Audio.d.ts +2 -2
  57. package/dist/namespaces/Audio.d.ts.map +1 -1
  58. package/dist/namespaces/Bounty.d.ts +57 -57
  59. package/dist/namespaces/Bounty.d.ts.map +1 -1
  60. package/dist/namespaces/Bounty.js +90 -90
  61. package/dist/namespaces/Brain.d.ts +15 -15
  62. package/dist/namespaces/Brain.d.ts.map +1 -1
  63. package/dist/namespaces/Brain.js +20 -20
  64. package/dist/namespaces/CamStatics.d.ts +317 -317
  65. package/dist/namespaces/CamStatics.d.ts.map +1 -1
  66. package/dist/namespaces/CamStatics.js +449 -449
  67. package/dist/namespaces/Collection.d.ts +13 -13
  68. package/dist/namespaces/Collection.d.ts.map +1 -1
  69. package/dist/namespaces/Collection.js +8 -8
  70. package/dist/namespaces/Companion.d.ts +22 -22
  71. package/dist/namespaces/Companion.d.ts.map +1 -1
  72. package/dist/namespaces/Companion.js +30 -30
  73. package/dist/namespaces/Compendium.d.ts +60 -60
  74. package/dist/namespaces/Compendium.d.ts.map +1 -1
  75. package/dist/namespaces/Compendium.js +80 -80
  76. package/dist/namespaces/Crashlog.d.ts +10 -10
  77. package/dist/namespaces/Crashlog.d.ts.map +1 -1
  78. package/dist/namespaces/Crashlog.js +14 -14
  79. package/dist/namespaces/Databinding.d.ts +173 -173
  80. package/dist/namespaces/Databinding.d.ts.map +1 -1
  81. package/dist/namespaces/Databinding.js +263 -263
  82. package/dist/namespaces/Dlc.d.ts +5 -5
  83. package/dist/namespaces/Dlc.d.ts.map +1 -1
  84. package/dist/namespaces/Dlc.js +9 -9
  85. package/dist/namespaces/EntityStatics.d.ts +178 -178
  86. package/dist/namespaces/EntityStatics.d.ts.map +1 -1
  87. package/dist/namespaces/EntityStatics.js +242 -242
  88. package/dist/namespaces/Event.d.ts +62 -62
  89. package/dist/namespaces/Event.d.ts.map +1 -1
  90. package/dist/namespaces/Event.js +82 -82
  91. package/dist/namespaces/Fire.d.ts +7 -7
  92. package/dist/namespaces/Fire.d.ts.map +1 -1
  93. package/dist/namespaces/Fire.js +9 -9
  94. package/dist/namespaces/Graphics.d.ts +797 -797
  95. package/dist/namespaces/Graphics.d.ts.map +1 -1
  96. package/dist/namespaces/Graphics.js +1095 -1095
  97. package/dist/namespaces/Hud.d.ts +477 -477
  98. package/dist/namespaces/Hud.d.ts.map +1 -1
  99. package/dist/namespaces/Hud.js +721 -721
  100. package/dist/namespaces/InteriorStatics.d.ts +2 -2
  101. package/dist/namespaces/InteriorStatics.d.ts.map +1 -1
  102. package/dist/namespaces/Inventory.d.ts +216 -216
  103. package/dist/namespaces/Inventory.d.ts.map +1 -1
  104. package/dist/namespaces/Inventory.js +301 -301
  105. package/dist/namespaces/Itemdatabase.d.ts +8 -8
  106. package/dist/namespaces/Itemdatabase.d.ts.map +1 -1
  107. package/dist/namespaces/Itemdatabase.js +7 -7
  108. package/dist/namespaces/Law.d.ts +2 -2
  109. package/dist/namespaces/Law.d.ts.map +1 -1
  110. package/dist/namespaces/Map.d.ts +65 -65
  111. package/dist/namespaces/Map.d.ts.map +1 -1
  112. package/dist/namespaces/Map.js +91 -91
  113. package/dist/namespaces/Minigame.d.ts +17 -17
  114. package/dist/namespaces/Minigame.d.ts.map +1 -1
  115. package/dist/namespaces/Minigame.js +25 -25
  116. package/dist/namespaces/Misc.d.ts +5 -5
  117. package/dist/namespaces/Misc.d.ts.map +1 -1
  118. package/dist/namespaces/Missiondata.d.ts +3 -3
  119. package/dist/namespaces/Missiondata.d.ts.map +1 -1
  120. package/dist/namespaces/Netshopping.d.ts +1 -1
  121. package/dist/namespaces/Netshopping.d.ts.map +1 -1
  122. package/dist/namespaces/Network.d.ts +1302 -1310
  123. package/dist/namespaces/Network.d.ts.map +1 -1
  124. package/dist/namespaces/Network.js +1910 -1918
  125. package/dist/namespaces/Object.d.ts +170 -170
  126. package/dist/namespaces/Object.d.ts.map +1 -1
  127. package/dist/namespaces/Object.js +232 -232
  128. package/dist/namespaces/Pad.d.ts +103 -103
  129. package/dist/namespaces/Pad.d.ts.map +1 -1
  130. package/dist/namespaces/Pad.js +134 -134
  131. package/dist/namespaces/PedStatics.d.ts +3 -3
  132. package/dist/namespaces/PedStatics.d.ts.map +1 -1
  133. package/dist/namespaces/Perschar.d.ts +71 -71
  134. package/dist/namespaces/Perschar.d.ts.map +1 -1
  135. package/dist/namespaces/Perschar.js +106 -106
  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/PlayerStatics.d.ts +52 -52
  140. package/dist/namespaces/PlayerStatics.d.ts.map +1 -1
  141. package/dist/namespaces/PlayerStatics.js +71 -71
  142. package/dist/namespaces/Population.d.ts +3 -3
  143. package/dist/namespaces/Population.d.ts.map +1 -1
  144. package/dist/namespaces/Posse.d.ts +28 -28
  145. package/dist/namespaces/Posse.d.ts.map +1 -1
  146. package/dist/namespaces/Posse.js +44 -44
  147. package/dist/namespaces/Propset.d.ts +59 -59
  148. package/dist/namespaces/Propset.d.ts.map +1 -1
  149. package/dist/namespaces/Propset.js +81 -81
  150. package/dist/namespaces/Scripts.d.ts +3 -3
  151. package/dist/namespaces/Scripts.d.ts.map +1 -1
  152. package/dist/namespaces/Socialclub.d.ts +1 -1
  153. package/dist/namespaces/Socialclub.d.ts.map +1 -1
  154. package/dist/namespaces/Stats.d.ts +85 -85
  155. package/dist/namespaces/Stats.d.ts.map +1 -1
  156. package/dist/namespaces/Stats.js +113 -113
  157. package/dist/namespaces/Streaming.d.ts +35 -35
  158. package/dist/namespaces/Streaming.d.ts.map +1 -1
  159. package/dist/namespaces/Streaming.js +53 -53
  160. package/dist/namespaces/Task.d.ts +367 -367
  161. package/dist/namespaces/Task.d.ts.map +1 -1
  162. package/dist/namespaces/Task.js +508 -508
  163. package/dist/namespaces/Telemetry.d.ts +198 -198
  164. package/dist/namespaces/Telemetry.d.ts.map +1 -1
  165. package/dist/namespaces/Telemetry.js +274 -274
  166. package/dist/namespaces/Uiapps.d.ts +24 -24
  167. package/dist/namespaces/Uiapps.d.ts.map +1 -1
  168. package/dist/namespaces/Uiapps.js +33 -33
  169. package/dist/namespaces/Uistickyfeed.d.ts +16 -16
  170. package/dist/namespaces/Uistickyfeed.d.ts.map +1 -1
  171. package/dist/namespaces/Uistickyfeed.js +21 -21
  172. package/dist/namespaces/VehicleStatics.d.ts +2 -2
  173. package/dist/namespaces/VehicleStatics.d.ts.map +1 -1
  174. package/dist/namespaces/Water.d.ts +27 -27
  175. package/dist/namespaces/Water.d.ts.map +1 -1
  176. package/dist/namespaces/Water.js +41 -41
  177. package/dist/namespaces/WeaponStatics.d.ts +250 -250
  178. package/dist/namespaces/WeaponStatics.d.ts.map +1 -1
  179. package/dist/namespaces/WeaponStatics.js +372 -372
  180. package/dist/namespaces/Zone.d.ts +8 -8
  181. package/dist/namespaces/Zone.d.ts.map +1 -1
  182. package/dist/namespaces/Zone.js +9 -9
  183. package/package.json +1 -1
  184. package/src/classes/AnimScene.ts +170 -170
  185. package/src/classes/BaseModel.ts +21 -21
  186. package/src/classes/BaseTask.ts +31 -31
  187. package/src/classes/Cam.ts +124 -124
  188. package/src/classes/Entity.ts +619 -614
  189. package/src/classes/Interior.ts +1 -1
  190. package/src/classes/Ped.ts +17 -12
  191. package/src/classes/PedTask.ts +1011 -1011
  192. package/src/classes/PersChar.ts +19 -19
  193. package/src/classes/Pickup.ts +8 -8
  194. package/src/classes/Player.ts +227 -227
  195. package/src/classes/Prop.ts +146 -141
  196. package/src/classes/PropSet.ts +29 -29
  197. package/src/classes/Vehicle.ts +5 -0
  198. package/src/classes/VehicleTask.ts +30 -30
  199. package/src/classes/Volume.ts +1 -1
  200. package/src/classes/Weapon.ts +414 -414
  201. package/src/namespaces/Aitransport.ts +102 -102
  202. package/src/namespaces/Animscene.ts +78 -78
  203. package/src/namespaces/Audio.ts +2 -2
  204. package/src/namespaces/Bounty.ts +102 -102
  205. package/src/namespaces/Brain.ts +22 -22
  206. package/src/namespaces/CamStatics.ts +501 -501
  207. package/src/namespaces/Collection.ts +16 -16
  208. package/src/namespaces/Companion.ts +34 -34
  209. package/src/namespaces/Compendium.ts +93 -93
  210. package/src/namespaces/Crashlog.ts +16 -16
  211. package/src/namespaces/Databinding.ts +280 -280
  212. package/src/namespaces/Dlc.ts +9 -9
  213. package/src/namespaces/EntityStatics.ts +249 -249
  214. package/src/namespaces/Event.ts +92 -92
  215. package/src/namespaces/Fire.ts +10 -10
  216. package/src/namespaces/Graphics.ts +1155 -1155
  217. package/src/namespaces/Hud.ts +763 -763
  218. package/src/namespaces/InteriorStatics.ts +2 -2
  219. package/src/namespaces/Inventory.ts +321 -321
  220. package/src/namespaces/Itemdatabase.ts +11 -11
  221. package/src/namespaces/Law.ts +2 -2
  222. package/src/namespaces/Map.ts +104 -104
  223. package/src/namespaces/Minigame.ts +29 -29
  224. package/src/namespaces/Misc.ts +5 -5
  225. package/src/namespaces/Missiondata.ts +3 -3
  226. package/src/namespaces/Netshopping.ts +1 -1
  227. package/src/namespaces/Network.ts +1921 -1929
  228. package/src/namespaces/Object.ts +237 -237
  229. package/src/namespaces/Pad.ts +151 -151
  230. package/src/namespaces/PedStatics.ts +3 -3
  231. package/src/namespaces/Perschar.ts +116 -116
  232. package/src/namespaces/Persistence.ts +48 -48
  233. package/src/namespaces/PlayerStatics.ts +75 -75
  234. package/src/namespaces/Population.ts +3 -3
  235. package/src/namespaces/Posse.ts +47 -47
  236. package/src/namespaces/Propset.ts +92 -92
  237. package/src/namespaces/Scripts.ts +3 -3
  238. package/src/namespaces/Socialclub.ts +1 -1
  239. package/src/namespaces/Stats.ts +129 -129
  240. package/src/namespaces/Streaming.ts +62 -62
  241. package/src/namespaces/Task.ts +538 -538
  242. package/src/namespaces/Telemetry.ts +295 -295
  243. package/src/namespaces/Uiapps.ts +39 -39
  244. package/src/namespaces/Uistickyfeed.ts +23 -23
  245. package/src/namespaces/VehicleStatics.ts +2 -2
  246. package/src/namespaces/Water.ts +47 -47
  247. package/src/namespaces/WeaponStatics.ts +394 -394
  248. package/src/namespaces/Zone.ts +11 -11
@@ -12,52 +12,44 @@ 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
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- * @param stoppingRange
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- * @param flags
20
- * @param p8
21
- * @param p9
22
- * @param p10
23
- * @param entity
24
- * @param unk
25
- */
26
- followNavMeshToCoordAdvanced(pos: Vector3, speedMultiplier: number, timeout: number, stoppingRange: number, flags: number, p8: number, p9: number, p10: number, entity: Entity, unk: number): void;
27
- /**
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- * @param radius
29
- * @param time
30
- * @param flags
15
+ * 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
16
+ *
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+ * @param bait
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+ * @param withoutBuoy
19
+ * @param instantly
31
20
  */
32
- combatHatedTargetsAroundPedTimed(radius: number, time: number, flags: number): void;
21
+ setFishingBait(bait: string | null, withoutBuoy: boolean, instantly: boolean): void;
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22
  /**
34
- * @returns
23
+ * Params: p3, p4, p5, p6: 0, 0, 0, -1.0f in R* Scripts
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+ *
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+ * @param item
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+ * @param p3
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+ * @param p4
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+ * @param p5
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+ * @param p6
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+ * @returns guid
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31
  */
36
- isPedRunning(): boolean;
32
+ itemInteraction3(item: string | number, p3: any, p4: any, p5: any, p6: number): number;
37
33
  /**
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- * @returns
34
+ * @returns Returns `true` if the specified `ped` is currently in combat using a ranged weapon, and is ready to shoot (actively attempting to attack)
39
35
  */
40
- isPedSprinting(): boolean;
36
+ getTaskCombatReadyToShoot(): boolean;
41
37
  /**
42
- * @param useSlidingSurfaces
38
+ * @param vehicle
39
+ * @param seat
43
40
  */
44
- setPedPathMayUseSlidingSurfaces(useSlidingSurfaces: boolean): void;
41
+ warpPedIntoVehicle(vehicle: Vehicle, seat: number): void;
45
42
  /**
46
- * Force a ped that is already attacking to aim directly at the specified world coordinates.
43
+ * ped = Ped you want to perform this task.
44
+ * target = the Entity they should aim at.
45
+ * distanceToStopAt = distance from the target, where the ped should stop to aim.
46
+ * StartAimingDist = distance where the ped should start to aim.
47
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  *
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- * @param pos
49
- * @param p4
50
- * @param p5
51
- * @param p6
52
- */
53
- forcePointAimAtCoord(pos: Vector3, p4?: number, p5?: boolean, p6?: boolean): void;
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- /**
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- * @param p1
56
- * @param p2
57
- * @param p3
58
- * @param p4
48
+ * @param target
49
+ * @param distanceToStopAt
50
+ * @param StartAimingDist
59
51
  */
60
- swapWeapon(p1: any, p2: any, p3: any, p4: any): void;
52
+ gotoEntityAiming(target: Entity, distanceToStopAt: number, StartAimingDist: number): void;
61
53
  /**
62
54
  * @param p1
63
55
  * @param p2
@@ -67,18 +59,26 @@ export declare class PedTask extends BaseTask {
67
59
  * @param p6
68
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  * @param p7
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  * @param p8
62
+ * @param p9
63
+ * @param p10
64
+ * @param p11
65
+ * @param p12
66
+ * @param p13
67
+ * @param p14
70
68
  */
71
- gotoEntityOffsetXyz(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
69
+ 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;
72
70
  /**
73
- * @param pos
74
- * @param distance
75
- * @param duration
76
- * @param p6
77
- * @param p7
78
- * @param p8
79
- * @param p9
71
+ * Used with 'P_BODYPARTARMFLOAT02X' model in fishing_core.c
72
+ *
73
+ * @param object
80
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  */
81
- useNearestScenarioToCoordWarp(pos: Vector3, distance: number, duration: number, p6: boolean, p7: boolean, p8: boolean, p9: boolean): void;
75
+ pedFishingrodHookObject(object: Prop): void;
76
+ /**
77
+ * @param exitAnimation
78
+ * @param p2
79
+ */
80
+ reactLookAtEnd(exitAnimation: number, p2: boolean): void;
81
+ clearDrivebyTaskUnderneathDrivingTask(): void;
82
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  /**
83
83
  * @param neverUseInteriors
84
84
  */
@@ -120,160 +120,128 @@ export declare class PedTask extends BaseTask {
120
120
  */
121
121
  pedFishingrodHookEntity(entity: Entity): void;
122
122
  /**
123
- * fleeType: see TASK_FLEE_COORD
124
- *
125
- * @param fleeFromTarget
126
- * @param pos
127
- * @param distance
128
- * @param p6
129
- * @param p7
130
- * @param p8
131
- * @param targetPed
132
- */
133
- fleeFromPed(fleeFromTarget: Ped, pos: Vector3, distance: number, p6: number, p7: number, p8: number, targetPed: Ped): void;
134
- /**
135
- * @returns
136
- */
137
- isPedGettingUp(): boolean;
138
- /**
139
- * @param time
123
+ * @param p1
140
124
  */
141
- duck(time: number): void;
125
+ N_0xFFB520A3E16F7B7B(p1: number): void;
126
+ persistentCharacter(): void;
142
127
  /**
143
- * @param p1
128
+ * @param speed
144
129
  * @param p2
145
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  * @param p3
146
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  * @param p4
147
132
  */
148
- robPed(p1: any, p2: any, p3: any, p4: any): void;
133
+ waypointPlaybackOverrideSpeed(speed: number, p2: any, p3: any, p4: any): void;
149
134
  /**
150
- * getupSetHash: see nm_blend_out_sets.meta
151
- *
152
- * @param flags
153
- * @param getupSetHash
135
+ * @param p1
136
+ * @param p2
154
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  * @param p3
155
- * @param p4
156
- * @param p5
157
138
  */
158
- unhogtiePed(flags: number, getupSetHash: string | number, p3: string | null, p4: string | null, p5: number): void;
139
+ climbLadder(p1: number, p2: boolean, p3: boolean): void;
159
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  /**
160
- * hecks if the ped camera is directed at the given coord within the specified radius. https://www.youtube.com/watch?v=iLHXrWVvq_c
141
+ * Makes a ped run away from another ped (fleeFromTarget) fleeDistance = ped will flee this distance
142
+ * fleeTime = ped will flee for this amount of time, set to "-1" to flee forever
143
+ * 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
144
+ * fleeSpeed = mostly 3f, rarely 1f in R* Scripts
161
145
  *
162
- * @param coord The coord to check if they're looking at
163
- * @param radius The radius of the frustum
164
- * @returns Returns `true` if the ped camera is within the range of the frustum, `false` otherwise
165
- */
166
- isPedLookingAtCoord(coord: Vector3, radius: number): boolean;
167
- /**
168
- * @param entity
146
+ * @param fleeFromTarget
147
+ * @param fleeDistance
148
+ * @param fleeTime
149
+ * @param fleeType Refer to [enum: eFleeStyle]
150
+ * @param fleeSpeed
151
+ * @param targetPed
169
152
  */
170
- walkAway(entity: Entity): void;
153
+ smartFleePed(fleeFromTarget: Ped, fleeDistance: number, fleeTime: number, fleeType: number, fleeSpeed: number, targetPed: Ped): void;
171
154
  /**
172
- * @returns
155
+ * @param pos
156
+ * @param time
157
+ * @param p5
158
+ * @param p6
173
159
  */
174
- getHogtieEscapeTimer(): number;
175
- weapon(): void;
160
+ aimGunAtCoord(pos: Vector3, time: number, p5: boolean, p6: boolean): void;
176
161
  /**
177
- * @returns
162
+ * @param targetPed
178
163
  */
179
- isPedWalking(): boolean;
180
- clearLookAt(): void;
164
+ cutFreeHogtiedTargetPed(targetPed: Ped): void;
181
165
  /**
182
- * @param inputContext
183
- * @returns
166
+ * @param signalName
167
+ * @param value
184
168
  */
185
- getItemInteractionPromptProgress(inputContext: string | number): number;
169
+ setTaskMoveNetworkSignalFloat2(signalName: string | null, value: number): void;
186
170
  /**
187
171
  * @param p1
188
- * @returns
189
- */
190
- N_0x2D657B10F211C572(p1: number): any;
191
- /**
192
- * Coords: volume coords used in R* Script smuggler2
193
- * p4/p5 = 0 in R* Scripts previous name TASK_COMBAT_PED_3
194
- *
195
- * @param pos
196
- * @param p4
197
- * @param p5
172
+ * @param p2
198
173
  */
199
- combatPedAtCoords(pos: Vector3, p4: number, p5: number): void;
174
+ ambientAnimalHunt(p1: any, p2: any): void;
200
175
  /**
201
- * Makes the specified ped stand still for (time) milliseconds.
202
- *
203
- * @param time
176
+ * @param goToLocationX
177
+ * @param goToLocationY
178
+ * @param goToLocationZ
179
+ * @param focusLocationX
180
+ * @param focusLocationY
181
+ * @param focusLocationZ
182
+ * @param speed
183
+ * @param shootAtEnemies
184
+ * @param distanceToStopAt
185
+ * @param noRoadsDistance
186
+ * @param unkTrue
187
+ * @param unkFlag
188
+ * @param aimingFlag
189
+ * @param firingPattern
204
190
  */
205
- standStill(time: number): void;
191
+ 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;
206
192
  /**
207
- * @param animDictionary
208
- * @param animationName
193
+ * @param itemHash
194
+ * @param interactionAnimHash
209
195
  * @param p3
196
+ * @returns
210
197
  */
211
- stopAnimTask(animDictionary: string | null, animationName: string | null, p3: number): void;
198
+ canStartItemInteraction(itemHash: string | number, interactionAnimHash: string | number, p3: number): any;
212
199
  /**
213
- * @param p1
200
+ * @param targetPed
214
201
  * @param p2
215
202
  * @param p3
203
+ * @param p4
204
+ * @param p5
205
+ * @param p6
206
+ * @param p7
207
+ * @param p8
208
+ * @param p9
209
+ * @param p10
216
210
  */
217
- turnToFaceClosestPed(p1: number, p2: number, p3: number): void;
218
- /**
219
- * Fishing Research: https://pastebin.com/NmK5ZLVs
220
- * Only used in R* Scripts fishing_core and av_fishing_river
221
- *
222
- * @returns p1
223
- */
224
- getTaskFishing(): [any, number];
211
+ followAndConverseWithPed(targetPed: Ped, p2: any, p3: any, p4: number, p5: number, p6: number, p7: any, p8: any, p9: number, p10: number): void;
225
212
  /**
226
- * @param p1
227
- * @param p2
213
+ * @param pos
214
+ * @param distance
215
+ * @param p5
216
+ * @param p6
217
+ * @param p7
218
+ * @param p8
228
219
  */
229
- shockingEventReact(p1: any, p2: any): void;
220
+ useNearestScenarioChainToCoord(pos: Vector3, distance: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
230
221
  /**
222
+ * @param eventName
231
223
  * @returns
232
224
  */
233
- N_0xB520DBDA7FCF573F(): boolean;
225
+ getTaskMoveNetworkEvent(eventName: string | null): boolean;
234
226
  /**
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
227
+ * Baits: see 0x9B0C7FA063E67629
236
228
  *
237
229
  * @param bait
238
230
  * @param withoutBuoy
239
- * @param instantly
240
231
  */
241
- setFishingBait(bait: string | null, withoutBuoy: boolean, instantly: boolean): void;
232
+ swapFishingBait(bait: string | null, withoutBuoy: boolean): void;
242
233
  /**
243
- * Params: p3, p4, p5, p6: 0, 0, 0, -1.0f in R* Scripts
234
+ * @returns
235
+ */
236
+ isDrivebyTaskUnderneathDrivingTask(): boolean;
237
+ cuffPed(): void;
238
+ /**
239
+ * This native allows to control the cruise speed of where you want the ped to go
240
+ * 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?
241
+ * EXAMPLE: TaskGoToCoordAnyMeansExtraParamsWithCruiseSpeed(PlayerPedId(), vector3(x, y, z), 3.0, entity, 1, 0, -1082130432, 0, 101004800, 520, 3.0, 1082130432, 0)
244
242
  *
245
- * @param item
246
- * @param p3
247
- * @param p4
248
- * @param p5
249
- * @param p6
250
- * @returns guid
251
- */
252
- itemInteraction3(item: string | number, p3: any, p4: any, p5: any, p6: number): number;
253
- /**
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)
255
- */
256
- getTaskCombatReadyToShoot(): boolean;
257
- /**
258
- * @param vehicle
259
- * @param seat
260
- */
261
- warpPedIntoVehicle(vehicle: Vehicle, seat: number): void;
262
- /**
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
271
- */
272
- gotoEntityAiming(target: Entity, distanceToStopAt: number, StartAimingDist: number): void;
273
- /**
274
- * @param p1
275
- * @param p2
276
- * @param p3
243
+ * @param cruiseSpeed
244
+ * @param entity
277
245
  * @param p4
278
246
  * @param p5
279
247
  * @param p6
@@ -282,44 +250,77 @@ export declare class PedTask extends BaseTask {
282
250
  * @param p9
283
251
  * @param p10
284
252
  * @param p11
285
- * @param p12
253
+ * @param cruiseSpeed2
286
254
  * @param p13
287
255
  * @param p14
256
+ * @returns gotoCoords
288
257
  */
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;
258
+ 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;
290
259
  /**
291
- * Used with 'P_BODYPARTARMFLOAT02X' model in fishing_core.c
292
- *
293
- * @param object
260
+ * @returns
294
261
  */
295
- pedFishingrodHookObject(object: Prop): void;
262
+ isTaskMoveNetworkReadyForTransition(): boolean;
263
+ clearDefensiveArea(): void;
296
264
  /**
297
- * @param exitAnimation
298
- * @param p2
265
+ * @param modifier
299
266
  */
300
- reactLookAtEnd(exitAnimation: number, p2: boolean): void;
301
- clearDrivebyTaskUnderneathDrivingTask(): void;
267
+ setPedPathDeepSnowCostModifier(modifier: number): void;
302
268
  /**
303
269
  * @returns
304
270
  */
305
- getPedWaypointOverrideSpeed(): number;
271
+ getItemInteractionItemId(): number;
306
272
  /**
307
- * Climbs or vaults the nearest thing.
273
+ * @param entity
274
+ * @param mount
275
+ * @param p3
276
+ */
277
+ placeCarriedEntityOnMount(entity: Entity, mount: Ped, p3: number): void;
278
+ detachCarriablePed(): void;
279
+ /**
280
+ * @returns
281
+ */
282
+ getItemInteractionState(): number;
283
+ /**
284
+ * @returns
285
+ */
286
+ getIsPedAimingInTheAir(): any;
287
+ /**
288
+ * param3: duration in ms, use -1 to look forever
289
+ * param4: using 2048 is fine
290
+ * param5: using 3 is fine
308
291
  *
309
- * @param unused
292
+ * @param lookAtTarget
293
+ * @param duration
294
+ * @param p3
295
+ * @param p4
296
+ * @param p5
310
297
  */
311
- climb(unused: boolean): void;
298
+ lookAtEntity(lookAtTarget: Entity, duration: number, p3: number, p4: number, p5: number): void;
312
299
  /**
313
- * Old name: _TASK_VEHICLE_DRIVE_TO_POINT
314
- * flag: 524419 and 0 in shop_horse_shop R* Script
300
+ * @param taskIndex
301
+ * @returns
302
+ */
303
+ getIsTaskActive(taskIndex: number): boolean;
304
+ /**
305
+ * grappleStyle: AR_GRAPPLE_STRUGGLE, AR_ALLIGATOR_LEG_GRAB_CHALLENGE_FAIL, AR_GRAPPLE_BACK_FROM_BACK, AR_GRAPPLE_BACK_DEFEND, AR_GRAPPLE_FRONT_FROM_FRONT
315
306
  *
316
- * @param vehicle
317
- * @param pos
307
+ * @param grappleTarget
308
+ * @param grappleStyle
309
+ * @param p3
310
+ * @param p4
318
311
  * @param p5
319
312
  * @param p6
320
- * @param flag
321
313
  */
322
- vehicleDriveStraightToPoint(vehicle: Vehicle, pos: Vector3, p5: number, p6: number, flag: number): void;
314
+ putPedDirectlyIntoGrapple(grappleTarget: Ped, grappleStyle: string | number, p3: number, p4: number, p5: boolean, p6: number): void;
315
+ /**
316
+ * @param p1
317
+ * @param p2
318
+ */
319
+ combatAnimalWarn(p1: any, p2: any): void;
320
+ /**
321
+ * @param toggle
322
+ */
323
+ setPedIgnoreDeadBodies(toggle: boolean): void;
323
324
  /**
324
325
  * @param p1
325
326
  * @param p2
@@ -328,42 +329,39 @@ export declare class PedTask extends BaseTask {
328
329
  * @param p5
329
330
  * @param p6
330
331
  * @param p7
331
- * @param p8
332
- * @param p9
333
- * @param p10
334
- * @param p11
335
- * @param p12
336
- * @param p13
337
- * @param p14
338
- * @param p15
339
332
  */
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;
333
+ moveInTrafficToDestination(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any): void;
341
334
  /**
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
335
+ * @param attacker
336
+ * @param p2
337
+ * @returns Returns `true` on success, or `false` if `attacker` doesn't exist, or is dead.
348
338
  */
349
- handsUp(duration: number, facingPed: Ped, timeToFacePed: number, flags: number): void;
339
+ intimidated(attacker: Ped, p2: boolean): boolean;
350
340
  /**
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
341
+ * @returns
342
+ */
343
+ waypointPlaybackGetIsShooting(): any;
344
+ /**
345
+ * @param pos
346
+ * @param distance
347
+ * @param p5
359
348
  * @param p6
360
349
  * @param p7
350
+ * @param p8
361
351
  */
362
- mountAnimal(mount: Ped, timer: number, seatIndex: eVehicleSeat, pedSpeed: number, mountStyle: number, p6: any, p7: any): void;
352
+ useNearestScenarioChainToCoordWarp(pos: Vector3, distance: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
363
353
  /**
354
+ * returned values:
355
+ * 0 to 7 = task that's currently in progress, 0 meaning the first one.
356
+ * -1 no task sequence in progress.
357
+ *
364
358
  * @returns
365
359
  */
366
- getPedIsIgnoringDeadBodies(): any;
360
+ getSequenceProgress(): number;
361
+ /**
362
+ * @returns
363
+ */
364
+ waypointPlaybackGetIsAiming(): any;
367
365
  /**
368
366
  * @param toggle
369
367
  */
@@ -423,45 +421,26 @@ export declare class PedTask extends BaseTask {
423
421
  */
424
422
  goStraightToCoord(pos: Vector3, moveBlendRatio: number, timeBeforeTeleport: number, finalHeading: number, targetRadius: number, p8: number): void;
425
423
  /**
426
- * @param p1
427
- * @param p2
428
- * @param p3
429
- * @param p4
430
- */
431
- setSphereDefensiveArea(p1: number, p2: number, p3: number, p4: number): void;
432
- /**
433
- * @param p1
434
- * @param p2
435
- * @param p3
436
- * @param p4
424
+ * @returns
437
425
  */
438
- useRandomScenarioInGroup(p1: any, p2: any, p3: any, p4: any): void;
426
+ getPedWaypointOverrideSpeed(): number;
439
427
  /**
440
- * enum eWhistleType
441
- * {
442
- * WHISTLE_MAIN,
443
- * WHISTLE_SECONDARY,
444
- * WHISTLE_DOUBLE,
445
- * WHISTLE_URGENT,
446
- * WHISTLE_LONG
447
- * };
428
+ * Climbs or vaults the nearest thing.
448
429
  *
449
- * @param p1
450
- * @param whistleType
430
+ * @param unused
451
431
  */
452
- goToWhistle(p1: Ped, whistleType: number): void;
432
+ climb(unused: boolean): void;
453
433
  /**
434
+ * Old name: _TASK_VEHICLE_DRIVE_TO_POINT
435
+ * flag: 524419 and 0 in shop_horse_shop R* Script
436
+ *
437
+ * @param vehicle
454
438
  * @param pos
455
- * @param duration
456
- * @param flags
439
+ * @param p5
457
440
  * @param p6
458
- * @param p7
459
- */
460
- lookAtCoord(pos: Vector3, duration: number, flags: number, p6: number, p7: boolean): void;
461
- /**
462
- * @returns
441
+ * @param flag
463
442
  */
464
- isPedInHitReact(): any;
443
+ vehicleDriveStraightToPoint(vehicle: Vehicle, pos: Vector3, p5: number, p6: number, flag: number): void;
465
444
  /**
466
445
  * @param p1
467
446
  * @param p2
@@ -471,90 +450,59 @@ export declare class PedTask extends BaseTask {
471
450
  * @param p6
472
451
  * @param p7
473
452
  * @param p8
453
+ * @param p9
454
+ * @param p10
455
+ * @param p11
456
+ * @param p12
457
+ * @param p13
458
+ * @param p14
459
+ * @param p15
474
460
  */
475
- N_0x3FFCD7BBA074CC80(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
461
+ 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;
476
462
  /**
477
- * @returns
463
+ * flags: 0 = HANDS_UP_NOTHING; 1 = HANDS_UP_STRAIGHT_TO_LOOP
464
+ *
465
+ * @param duration
466
+ * @param facingPed
467
+ * @param timeToFacePed
468
+ * @param flags
478
469
  */
479
- isMountedWeaponTaskUnderneathDrivingTask(): boolean;
470
+ handsUp(duration: number, facingPed: Ped, timeToFacePed: number, flags: number): void;
480
471
  /**
481
- * flags: See TASK_ENTER_VEHICLE
472
+ * timer: in ms, if it reaches 0 it will auto warp the ped on the horse
473
+ * Flags will still apply to mountStyle
482
474
  *
483
- * @param p1
484
- * @param flags Refer to [enum: eEnterExitVehicleFlags]
475
+ * @param mount
476
+ * @param timer
477
+ * @param seatIndex Refer to [enum: eVehicleSeat]
478
+ * @param pedSpeed
479
+ * @param mountStyle
480
+ * @param p6
481
+ * @param p7
485
482
  */
486
- disembarkNearestTrainCarriage(p1: number, flags: number): void;
483
+ mountAnimal(mount: Ped, timer: number, seatIndex: eVehicleSeat, pedSpeed: number, mountStyle: number, p6: any, p7: any): void;
487
484
  /**
488
- * @param p1
485
+ * @returns
489
486
  */
490
- N_0xFFB520A3E16F7B7B(p1: number): void;
491
- persistentCharacter(): void;
487
+ getPedIsIgnoringDeadBodies(): any;
492
488
  /**
493
- * @param speed
494
- * @param p2
495
- * @param p3
496
- * @param p4
489
+ * @param p1
490
+ * @param taskFlag Refer to [enum: eEnterExitVehicleFlags]
497
491
  */
498
- waypointPlaybackOverrideSpeed(speed: number, p2: any, p3: any, p4: any): void;
492
+ leaveAnyVehicle(p1: number, taskFlag: number): void;
499
493
  /**
500
- * @param p1
494
+ * @param targetPed
501
495
  * @param p2
502
496
  * @param p3
503
497
  */
504
- climbLadder(p1: number, p2: boolean, p3: boolean): void;
498
+ combatPed(targetPed: Ped, p2: number, p3: number): void;
505
499
  /**
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
500
+ * Params: p4 = -1.0f, p5 = -1, p6 = 0 in R* Scripts
510
501
  *
511
502
  * @param fleeFromTarget
512
- * @param fleeDistance
513
- * @param fleeTime
514
- * @param fleeType Refer to [enum: eFleeStyle]
515
- * @param fleeSpeed
516
- * @param targetPed
517
- */
518
- smartFleePed(fleeFromTarget: Ped, fleeDistance: number, fleeTime: number, fleeType: number, fleeSpeed: number, targetPed: Ped): void;
519
- /**
520
- * @param pos
521
- * @param time
522
- * @param p5
523
- * @param p6
524
- */
525
- aimGunAtCoord(pos: Vector3, time: number, p5: boolean, p6: boolean): void;
526
- /**
527
- * @param targetPed
528
- */
529
- cutFreeHogtiedTargetPed(targetPed: Ped): void;
530
- /**
531
- * @param signalName
532
- * @param value
533
- */
534
- setTaskMoveNetworkSignalFloat2(signalName: string | null, value: number): void;
535
- /**
536
- * @param p1
537
- * @param p2
538
- */
539
- ambientAnimalHunt(p1: any, p2: any): void;
540
- /**
541
- * @param p1
542
- * @param taskFlag Refer to [enum: eEnterExitVehicleFlags]
543
- */
544
- leaveAnyVehicle(p1: number, taskFlag: number): void;
545
- /**
546
- * @param targetPed
547
- * @param p2
548
- * @param p3
549
- */
550
- combatPed(targetPed: Ped, p2: number, p3: number): void;
551
- /**
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
503
+ * @param fleeStyle Refer to [enum: eFleeStyle]
504
+ * @param flag
505
+ * @param p4
558
506
  * @param p5
559
507
  * @param p6
560
508
  */
@@ -605,480 +553,407 @@ export declare class PedTask extends BaseTask {
605
553
  hitchAnimal(scenarioPoint: number, flag: number): void;
606
554
  uncuffPed(): void;
607
555
  /**
608
- * @param p1
609
- * @param p2
556
+ * @param moveNetworkDefName
610
557
  * @param p3
558
+ * @param p4
559
+ * @param animDict
560
+ * @param flags
561
+ * @returns taskData
611
562
  */
612
- waypointPlaybackPause(p1: any, p2: any, p3: any): void;
563
+ moveNetworkByNameWithInitParams(moveNetworkDefName: string | null, p3: number, p4: boolean, animDict: string | null, flags: number): number;
613
564
  /**
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
565
+ * @param pos
566
+ * @param entity
567
+ */
568
+ jump2(pos: Vector3, entity: Entity): void;
569
+ /**
570
+ * @param scenario
571
+ * @param conditionalAnim
618
572
  * @param p3
619
- * @param animBlendRatio
573
+ * @param p4
620
574
  * @param p5
621
575
  * @param p6
576
+ * @param p7
577
+ * @param p8
578
+ * @param p9
622
579
  */
623
- putPedDirectlyIntoMelee(meleeTarget: Ped, meleeStyle: string | number, p3: number, animBlendRatio: number, p5: boolean, p6: number): void;
580
+ useScenarioPoint(scenario: number, conditionalAnim: string | null, p3: number, p4: boolean, p5: boolean, p6: string | number, p7: boolean, p8: number, p9: boolean): void;
624
581
  /**
625
- * @param waypointRecording
626
- * @param p2
627
- * @param flag
582
+ * @returns
583
+ */
584
+ isPedRunningTaskItemInteraction(): any;
585
+ /**
586
+ * @param vehicle
587
+ */
588
+ breakVehicleDoorLock(vehicle: Vehicle): void;
589
+ /**
590
+ * @param vehicle
591
+ * @param vehicleTarget
592
+ * @param missionType
628
593
  * @param p4
629
594
  * @param p5
630
595
  * @param p6
631
596
  * @param p7
597
+ * @param DriveAgainstTraffic
632
598
  */
633
- followWaypointRecording(waypointRecording: string | null, p2: number, flag: number, p4: number, p5: boolean, p6: any, p7: number): void;
599
+ vehicleMission(vehicle: Vehicle, vehicleTarget: Vehicle, missionType: number, p4: number, p5: any, p6: number, p7: number, DriveAgainstTraffic: boolean): void;
634
600
  /**
635
- * @param targetPed
601
+ * @param avoidTraffic
636
602
  */
637
- hogtieTargetPed(targetPed: Ped): void;
603
+ setPedPathAvoidTraffic(avoidTraffic: boolean): void;
638
604
  /**
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.
605
+ * Returns hash of the underlying move network def, see move_networks.xml
606
+ * https://alloc8or.re/rdr3/doc/misc/move_networks.txt
642
607
  *
608
+ * @returns
609
+ */
610
+ getTaskMoveNetworkId(): number;
611
+ /**
643
612
  * @param p1
644
613
  * @param p2
645
614
  * @param p3
646
615
  * @param p4
647
616
  * @param p5
648
617
  * @param p6
649
- * @param p7
650
- * @param p8
651
- * @param p9
652
- * @param p10
653
618
  */
654
- goToEntityWhileAimingAtEntity(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any): void;
619
+ guardAssignedDefensiveArea(p1: number, p2: number, p3: number, p4: number, p5: number, p6: any): void;
655
620
  /**
656
621
  * @param pos
657
- * @param distance
658
- */
659
- useNearestTrainScenarioToCoordWarp(pos: Vector3, distance: number): void;
660
- /**
661
- * @param p1
622
+ * @param duration
623
+ * @param firingPattern
624
+ * @param p6
662
625
  */
663
- wanderSwim(p1: any): void;
626
+ shootAtCoord(pos: Vector3, duration: number, firingPattern: string | number, p6: any): void;
664
627
  /**
665
- * duration in milliseconds
628
+ * Makes a ped react to an entity.
629
+ * Params: reactingTo Entity can be 0, p8 is always 4
666
630
  *
631
+ * @param reactingTo
667
632
  * @param pos
668
- * @param duration
633
+ * @param reactionName
634
+ * @param p6
635
+ * @param p7
636
+ * @param p8
669
637
  */
670
- turnPedToFaceCoord(pos: Vector3, duration: number): void;
638
+ react(reactingTo: Entity, pos: Vector3, reactionName: string | null, p6: number, p7: number, p8: number): void;
671
639
  /**
672
- * @param preferAvoidMud
640
+ * @param p1
673
641
  * @param p2
674
- */
675
- setPedPathPreferToAvoidMud(preferAvoidMud: boolean, p2: number): void;
676
- /**
677
- * @param animDict
678
- * @param animName
679
- * @param entity
642
+ * @param p3
680
643
  * @param p4
681
644
  * @param p5
682
645
  * @param p6
683
646
  * @param p7
684
- * @param p8
647
+ */
648
+ guardAssignedDefensiveArea2(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any): void;
649
+ /**
650
+ * @param pos
651
+ * @param heading
652
+ */
653
+ plantBomb(pos: Vector3, heading: number): void;
654
+ /**
655
+ * @param scenarioHash
656
+ * @param pos
657
+ * @param heading
658
+ * @param duration
659
+ * @param sittingScenario
660
+ * @param teleport
685
661
  * @param p9
686
662
  * @param p10
687
663
  * @param p11
688
- * @param p12
689
- * @param p13
690
- * @param p14
691
664
  */
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;
665
+ startScenarioAtPosition(scenarioHash: string | number, pos: Vector3, heading: number, duration: number, sittingScenario: boolean, teleport: boolean, p9: string | null, p10: number, p11: boolean): void;
693
666
  /**
694
- * @param goToLocationX
695
- * @param goToLocationY
696
- * @param goToLocationZ
697
- * @param focusLocationX
698
- * @param focusLocationY
699
- * @param focusLocationZ
667
+ * @param vehicle
668
+ * @param pos
700
669
  * @param speed
701
- * @param shootAtEnemies
702
- * @param distanceToStopAt
703
- * @param noRoadsDistance
704
- * @param unkTrue
705
- * @param unkFlag
706
- * @param aimingFlag
707
- * @param firingPattern
670
+ * @param behaviorFlag
671
+ * @param stoppingRange
708
672
  */
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;
673
+ vehicleGotoNavmesh(vehicle: Vehicle, pos: Vector3, speed: number, behaviorFlag: number, stoppingRange: number): void;
710
674
  /**
711
- * @param itemHash
712
- * @param interactionAnimHash
675
+ * 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
676
+ *
677
+ * @param targetPed
678
+ * @param grappleStyle
713
679
  * @param p3
680
+ * @param p4
681
+ * @param p5
682
+ * @param p6
714
683
  * @returns
715
684
  */
716
- canStartItemInteraction(itemHash: string | number, interactionAnimHash: string | number, p3: number): any;
685
+ grapple(targetPed: Ped, grappleStyle: string | number, p3: number, p4: number, p5: number, p6: number): any;
717
686
  /**
718
- * @param targetPed
719
- * @param p2
687
+ * @param ped1
688
+ * @param waypointRecording
720
689
  * @param p3
721
690
  * @param p4
722
691
  * @param p5
723
692
  * @param p6
724
693
  * @param p7
725
694
  * @param p8
726
- * @param p9
727
- * @param p10
728
695
  */
729
- followAndConverseWithPed(targetPed: Ped, p2: any, p3: any, p4: number, p5: number, p6: number, p7: any, p8: any, p9: number, p10: number): void;
696
+ followEntityAlongWaypointRecordingAtOffset(ped1: Ped, waypointRecording: string | null, p3: number, p4: number, p5: number, p6: number, p7: number, p8: boolean): void;
730
697
  /**
731
698
  * @param pos
732
- * @param distance
699
+ * @param speed
733
700
  * @param p5
734
701
  * @param p6
735
- * @param p7
702
+ * @param walkingStyle
703
+ * @param p8
704
+ * @param p9
705
+ * @param p10
706
+ * @param p11
707
+ * @param p12
708
+ */
709
+ goToCoordAnyMeansExtraParams(pos: Vector3, speed: number, p5: any, p6: boolean, walkingStyle: number, p8: number, p9: any, p10: any, p11: any, p12: any): void;
710
+ /**
711
+ * @param pos
712
+ * @param speedMultiplier
713
+ * @param timeout
714
+ * @param stoppingRange
715
+ * @param flags
736
716
  * @param p8
717
+ * @param p9
718
+ * @param p10
719
+ * @param entity
720
+ * @param unk
737
721
  */
738
- useNearestScenarioChainToCoord(pos: Vector3, distance: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
722
+ followNavMeshToCoordAdvanced(pos: Vector3, speedMultiplier: number, timeout: number, stoppingRange: number, flags: number, p8: number, p9: number, p10: number, entity: Entity, unk: number): void;
739
723
  /**
740
- * @param eventName
741
- * @returns
724
+ * @param radius
725
+ * @param time
726
+ * @param flags
742
727
  */
743
- getTaskMoveNetworkEvent(eventName: string | null): boolean;
728
+ combatHatedTargetsAroundPedTimed(radius: number, time: number, flags: number): void;
744
729
  /**
745
- * Baits: see 0x9B0C7FA063E67629
746
- *
747
- * @param bait
748
- * @param withoutBuoy
730
+ * @returns
749
731
  */
750
- swapFishingBait(bait: string | null, withoutBuoy: boolean): void;
732
+ isPedRunning(): boolean;
751
733
  /**
752
734
  * @returns
753
735
  */
754
- isDrivebyTaskUnderneathDrivingTask(): boolean;
755
- cuffPed(): void;
736
+ isPedSprinting(): boolean;
756
737
  /**
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)
738
+ * @param useSlidingSurfaces
739
+ */
740
+ setPedPathMayUseSlidingSurfaces(useSlidingSurfaces: boolean): void;
741
+ /**
742
+ * Force a ped that is already attacking to aim directly at the specified world coordinates.
760
743
  *
761
- * @param cruiseSpeed
762
- * @param entity
744
+ * @param pos
763
745
  * @param p4
764
746
  * @param p5
765
747
  * @param p6
766
- * @param p7
767
- * @param p8
768
- * @param p9
769
- * @param p10
770
- * @param p11
771
- * @param cruiseSpeed2
772
- * @param p13
773
- * @param p14
774
- * @returns gotoCoords
775
748
  */
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;
749
+ forcePointAimAtCoord(pos: Vector3, p4?: number, p5?: boolean, p6?: boolean): void;
777
750
  /**
778
- * @param radius
751
+ * @param p1
752
+ * @param p2
753
+ * @param p3
754
+ * @param p4
779
755
  */
780
- combatHatedTargetsNoLosTest(radius: number): void;
756
+ swapWeapon(p1: any, p2: any, p3: any, p4: any): void;
781
757
  /**
782
758
  * @param p1
783
- */
784
- N_0x31BB338F64D5C861(p1: boolean): void;
785
- /**
786
- * @param modifier
787
- */
788
- setPedPathClimbCostModifier(modifier: number): void;
789
- /**
790
- * @param entity
791
- * @param duration
792
- * @param targetRadius
793
- * @param offset
794
- * @param moveBlendRatio
795
- * @param offsetFlags
796
- */
797
- gotoEntityOffsetXy(entity: Entity, duration: number, targetRadius: number, offset: Vector2, moveBlendRatio: number, offsetFlags: number): void;
798
- /**
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
- *
801
759
  * @param p2
802
760
  * @param p3
803
- */
804
- wanderStandard(p2: number, p3: number): void;
805
- /**
806
- * @param p1
807
- * @param p2
808
- */
809
- clearPedTasks(p1: boolean, p2: boolean): void;
810
- /**
811
- * @param moveNetworkDefName
812
- * @param p3
813
761
  * @param p4
814
- * @param animDict
815
- * @param flags
816
- * @returns taskData
762
+ * @param p5
763
+ * @param p6
764
+ * @param p7
765
+ * @param p8
817
766
  */
818
- moveNetworkByNameWithInitParams(moveNetworkDefName: string | null, p3: number, p4: boolean, animDict: string | null, flags: number): number;
767
+ gotoEntityOffsetXyz(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
819
768
  /**
820
769
  * @param pos
821
- * @param entity
822
- */
823
- jump2(pos: Vector3, entity: Entity): void;
824
- /**
825
- * @param scenario
826
- * @param conditionalAnim
827
- * @param p3
828
- * @param p4
829
- * @param p5
770
+ * @param distance
771
+ * @param duration
830
772
  * @param p6
831
773
  * @param p7
832
774
  * @param p8
833
775
  * @param p9
834
776
  */
835
- useScenarioPoint(scenario: number, conditionalAnim: string | null, p3: number, p4: boolean, p5: boolean, p6: string | number, p7: boolean, p8: number, p9: boolean): void;
777
+ useNearestScenarioToCoordWarp(pos: Vector3, distance: number, duration: number, p6: boolean, p7: boolean, p8: boolean, p9: boolean): void;
836
778
  /**
779
+ * @param p1
837
780
  * @returns
838
781
  */
839
- isPedRunningTaskItemInteraction(): any;
840
- /**
841
- * @param vehicle
842
- */
843
- breakVehicleDoorLock(vehicle: Vehicle): void;
782
+ N_0x2D657B10F211C572(p1: number): any;
844
783
  /**
845
- * @param vehicle
846
- * @param vehicleTarget
847
- * @param missionType
784
+ * Coords: volume coords used in R* Script smuggler2
785
+ * p4/p5 = 0 in R* Scripts previous name TASK_COMBAT_PED_3
786
+ *
787
+ * @param pos
848
788
  * @param p4
849
789
  * @param p5
850
- * @param p6
851
- * @param p7
852
- * @param DriveAgainstTraffic
853
790
  */
854
- vehicleMission(vehicle: Vehicle, vehicleTarget: Vehicle, missionType: number, p4: number, p5: any, p6: number, p7: number, DriveAgainstTraffic: boolean): void;
791
+ combatPedAtCoords(pos: Vector3, p4: number, p5: number): void;
855
792
  /**
856
- * @param avoidTraffic
793
+ * Makes the specified ped stand still for (time) milliseconds.
794
+ *
795
+ * @param time
857
796
  */
858
- setPedPathAvoidTraffic(avoidTraffic: boolean): void;
797
+ standStill(time: number): void;
859
798
  /**
860
- * @param p1
861
- * @param p2
799
+ * @param animDictionary
800
+ * @param animationName
801
+ * @param p3
862
802
  */
863
- guard(p1: any, p2: any): void;
803
+ stopAnimTask(animDictionary: string | null, animationName: string | null, p3: number): void;
864
804
  /**
865
- * @param attacker
805
+ * @param p1
866
806
  * @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)
874
- */
875
- intimidated2(attacker: Ped, p2: number, unusedParam3: boolean, unusedParam4: boolean, everyFrame: boolean, p6: boolean, p7: boolean, flag: number): boolean;
876
- /**
877
- * @param avoidFire
807
+ * @param p3
878
808
  */
879
- setPedPathAvoidFire(avoidFire: boolean): void;
809
+ turnToFaceClosestPed(p1: number, p2: number, p3: number): void;
880
810
  /**
881
- * @param reviver
882
- * @param tool
811
+ * Fishing Research: https://pastebin.com/NmK5ZLVs
812
+ * Only used in R* Scripts fishing_core and av_fishing_river
813
+ *
814
+ * @returns p1
883
815
  */
884
- reviveTarget(reviver: Ped, tool: string | number): void;
816
+ getTaskFishing(): [any, number];
885
817
  /**
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
- *
904
- * @param emoteType
905
- * @param playbackMode
906
- * @param emote
907
- * @param isSecondaryTask
908
- * @param canBreakOut
909
- * @param disableEarlyOutAnimTag
910
- * @param ignoreInvalidMainTask
911
- * @param destroyProps
818
+ * @param p1
819
+ * @param p2
912
820
  */
913
- playEmoteWithHash(emoteType: number, playbackMode: number, emote: string | number, isSecondaryTask: boolean, canBreakOut: boolean, disableEarlyOutAnimTag: boolean, ignoreInvalidMainTask: boolean, destroyProps: boolean): void;
821
+ shockingEventReact(p1: any, p2: any): void;
914
822
  /**
915
823
  * @returns
916
824
  */
917
- isTaskMoveNetworkReadyForTransition(): boolean;
918
- clearDefensiveArea(): void;
825
+ N_0xB520DBDA7FCF573F(): boolean;
919
826
  /**
920
- * @param modifier
827
+ * fleeType: see TASK_FLEE_COORD
828
+ *
829
+ * @param fleeFromTarget
830
+ * @param pos
831
+ * @param distance
832
+ * @param p6
833
+ * @param p7
834
+ * @param p8
835
+ * @param targetPed
921
836
  */
922
- setPedPathDeepSnowCostModifier(modifier: number): void;
837
+ fleeFromPed(fleeFromTarget: Ped, pos: Vector3, distance: number, p6: number, p7: number, p8: number, targetPed: Ped): void;
923
838
  /**
924
839
  * @returns
925
840
  */
926
- getItemInteractionItemId(): string | number;
927
- /**
928
- * @param entity
929
- * @param mount
930
- * @param p3
931
- */
932
- placeCarriedEntityOnMount(entity: Entity, mount: Ped, p3: number): void;
933
- detachCarriablePed(): void;
841
+ isPedGettingUp(): boolean;
934
842
  /**
935
- * @returns
843
+ * @param time
936
844
  */
937
- getItemInteractionState(): string | number;
845
+ duck(time: number): void;
938
846
  /**
939
- * @returns
847
+ * @param p1
848
+ * @param p2
849
+ * @param p3
850
+ * @param p4
940
851
  */
941
- getIsPedAimingInTheAir(): any;
852
+ robPed(p1: any, p2: any, p3: any, p4: any): void;
942
853
  /**
943
- * param3: duration in ms, use -1 to look forever
944
- * param4: using 2048 is fine
945
- * param5: using 3 is fine
854
+ * getupSetHash: see nm_blend_out_sets.meta
946
855
  *
947
- * @param lookAtTarget
948
- * @param duration
856
+ * @param flags
857
+ * @param getupSetHash
949
858
  * @param p3
950
859
  * @param p4
951
860
  * @param p5
952
861
  */
953
- lookAtEntity(lookAtTarget: Entity, duration: number, p3: number, p4: number, p5: number): void;
862
+ unhogtiePed(flags: number, getupSetHash: string | number, p3: string | null, p4: string | null, p5: number): void;
863
+ /**
864
+ * hecks if the ped camera is directed at the given coord within the specified radius. https://www.youtube.com/watch?v=iLHXrWVvq_c
865
+ *
866
+ * @param coord The coord to check if they're looking at
867
+ * @param radius The radius of the frustum
868
+ * @returns Returns `true` if the ped camera is within the range of the frustum, `false` otherwise
869
+ */
870
+ isPedLookingAtCoord(coord: Vector3, radius: number): boolean;
871
+ /**
872
+ * @param entity
873
+ */
874
+ walkAway(entity: Entity): void;
954
875
  /**
955
- * @param taskIndex
956
876
  * @returns
957
877
  */
958
- getIsTaskActive(taskIndex: number): boolean;
878
+ getHogtieEscapeTimer(): number;
879
+ weapon(): void;
959
880
  /**
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
881
  * @returns
964
882
  */
965
- getTaskMoveNetworkId(): string | number;
883
+ isPedWalking(): boolean;
966
884
  /**
967
885
  * @param p1
968
886
  * @param p2
969
887
  * @param p3
970
- * @param p4
971
- * @param p5
972
- * @param p6
973
888
  */
974
- guardAssignedDefensiveArea(p1: number, p2: number, p3: number, p4: number, p5: number, p6: any): void;
975
- /**
976
- * @param pos
977
- * @param duration
978
- * @param firingPattern
979
- * @param p6
980
- */
981
- shootAtCoord(pos: Vector3, duration: number, firingPattern: string | number, p6: any): void;
889
+ waypointPlaybackPause(p1: any, p2: any, p3: any): void;
982
890
  /**
983
- * Makes a ped react to an entity.
984
- * Params: reactingTo Entity can be 0, p8 is always 4
891
+ * meleeStyles: AR_GRAPPLE_BACK_FROM_BACK, AR_GRAPPLE_MOUNT_FACEDOWN_FROM_FRONT, AR_ALLIGATOR_LEAPKILL, AR_ALLIGATOR_WAIST_AUTOKILL_FRONT
985
892
  *
986
- * @param reactingTo
987
- * @param pos
988
- * @param reactionName
893
+ * @param meleeTarget
894
+ * @param meleeStyle
895
+ * @param p3
896
+ * @param animBlendRatio
897
+ * @param p5
989
898
  * @param p6
990
- * @param p7
991
- * @param p8
992
899
  */
993
- react(reactingTo: Entity, pos: Vector3, reactionName: string | null, p6: number, p7: number, p8: number): void;
900
+ putPedDirectlyIntoMelee(meleeTarget: Ped, meleeStyle: string | number, p3: number, animBlendRatio: number, p5: boolean, p6: number): void;
994
901
  /**
995
- * @param p1
902
+ * @param waypointRecording
996
903
  * @param p2
997
- * @param p3
904
+ * @param flag
998
905
  * @param p4
999
906
  * @param p5
1000
907
  * @param p6
1001
908
  * @param p7
1002
909
  */
1003
- guardAssignedDefensiveArea2(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any): void;
1004
- /**
1005
- * @param pos
1006
- * @param heading
1007
- */
1008
- plantBomb(pos: Vector3, heading: number): void;
1009
- /**
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
1019
- */
1020
- startScenarioAtPosition(scenarioHash: string | number, pos: Vector3, heading: number, duration: number, sittingScenario: boolean, teleport: boolean, p9: string | null, p10: number, p11: boolean): void;
1021
- /**
1022
- * @param vehicle
1023
- * @param pos
1024
- * @param speed
1025
- * @param behaviorFlag
1026
- * @param stoppingRange
1027
- */
1028
- vehicleGotoNavmesh(vehicle: Vehicle, pos: Vector3, speed: number, behaviorFlag: number, stoppingRange: number): void;
910
+ followWaypointRecording(waypointRecording: string | null, p2: number, flag: number, p4: number, p5: boolean, p6: any, p7: number): void;
1029
911
  /**
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
1031
- *
1032
912
  * @param targetPed
1033
- * @param grappleStyle
1034
- * @param p3
1035
- * @param p4
1036
- * @param p5
1037
- * @param p6
1038
- * @returns
1039
913
  */
1040
- grapple(targetPed: Ped, grappleStyle: string | number, p3: number, p4: number, p5: number, p6: number): any;
914
+ hogtieTargetPed(targetPed: Ped): void;
1041
915
  /**
1042
- * @param ped1
1043
- * @param waypointRecording
916
+ * shootatEntity:
917
+ * If true, peds will shoot at Entity till it is dead.
918
+ * If false, peds will just walk till they reach the entity and will cease shooting.
919
+ *
920
+ * @param p1
921
+ * @param p2
1044
922
  * @param p3
1045
923
  * @param p4
1046
924
  * @param p5
1047
925
  * @param p6
1048
926
  * @param p7
1049
927
  * @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
928
  * @param p9
1060
929
  * @param p10
1061
- * @param p11
1062
- * @param p12
1063
930
  */
1064
- goToCoordAnyMeansExtraParams(pos: Vector3, speed: number, p5: any, p6: boolean, walkingStyle: number, p8: number, p9: any, p10: any, p11: any, p12: any): void;
931
+ goToEntityWhileAimingAtEntity(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any): void;
1065
932
  /**
1066
933
  * @param pos
1067
- * @param timeout
1068
- * @param p5
1069
- * @param p6
1070
- * @param p7
1071
- * @param p8
1072
- * @param coverpoint
1073
- * @param p10
1074
- * @param p11
1075
- * @param p12
934
+ * @param distance
1076
935
  */
1077
- putPedDirectlyIntoCover(pos: Vector3, timeout: number, p5: boolean, p6: number, p7: any, p8: any, coverpoint: number, p10: boolean, p11: boolean, p12: any): void;
936
+ useNearestTrainScenarioToCoordWarp(pos: Vector3, distance: number): void;
1078
937
  /**
1079
938
  * @param p1
939
+ */
940
+ wanderSwim(p1: any): void;
941
+ /**
942
+ * duration in milliseconds
943
+ *
944
+ * @param pos
945
+ * @param duration
946
+ */
947
+ turnPedToFaceCoord(pos: Vector3, duration: number): void;
948
+ /**
949
+ * @param preferAvoidMud
1080
950
  * @param p2
1081
- * @param p3
951
+ */
952
+ setPedPathPreferToAvoidMud(preferAvoidMud: boolean, p2: number): void;
953
+ /**
954
+ * @param animDict
955
+ * @param animName
956
+ * @param entity
1082
957
  * @param p4
1083
958
  * @param p5
1084
959
  * @param p6
@@ -1091,174 +966,138 @@ export declare class PedTask extends BaseTask {
1091
966
  * @param p13
1092
967
  * @param p14
1093
968
  */
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;
1095
- /**
1096
- * @param target
1097
- */
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;
1106
- /**
1107
- * @param waypointRecording
1108
- * @returns
1109
- */
1110
- isWaypointPlaybackGoingOnForPed(waypointRecording: string | null): boolean;
1111
- /**
1112
- * @param p1
1113
- * @param p2
1114
- */
1115
- animalWrithe(p1: any, p2: any): void;
969
+ 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;
1116
970
  /**
1117
971
  * @param p1
1118
972
  * @param p2
1119
- * @param p3
1120
- * @param p4
1121
973
  */
1122
- aimAtEntity(p1: any, p2: any, p3: any, p4: any): void;
974
+ guard(p1: any, p2: any): void;
1123
975
  /**
1124
- * @param targetPed
976
+ * @param attacker
1125
977
  * @param p2
1126
- * @param p3
978
+ * @param unusedParam3 Unused by the native.
979
+ * @param unusedParam4 Unused by the native.
980
+ * @param everyFrame Removes the `0x1000` bitmask from `flag`
981
+ * @param p6
982
+ * @param p7 Removes the `0x80000` bitmask from `flag`
983
+ * @param flag
984
+ * @returns Returns `true` on success, `false` if it failed (whether due to `attacker` being invalid, or the `attacker` ped being dead)
1127
985
  */
1128
- combatPedTimed(targetPed: Ped, p2: number, p3: any): void;
986
+ intimidated2(attacker: Ped, p2: number, unusedParam3: boolean, unusedParam4: boolean, everyFrame: boolean, p6: boolean, p7: boolean, flag: number): boolean;
1129
987
  /**
1130
- * @param p1
1131
- * @param p2
1132
- * @param p3
988
+ * @param avoidFire
1133
989
  */
1134
- throwProjectile(p1: any, p2: any, p3: any): void;
990
+ setPedPathAvoidFire(avoidFire: boolean): void;
1135
991
  /**
1136
- * @param pos
1137
- * @param heading
1138
- * @param p5
992
+ * @param reviver
993
+ * @param tool
1139
994
  */
1140
- pedSlideToCoord(pos: Vector3, heading: number, p5: number): void;
995
+ reviveTarget(reviver: Ped, tool: string | number): void;
1141
996
  /**
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
997
+ * https://github.com/femga/rdr3_discoveries/blob/master/animations/kit_emotes_list.lua
998
+ * emote: https://alloc8or.re/rdr3/doc/enums/eEmote.txt enum eEmoteType
999
+ * {
1000
+ * EMOTE_TYPE_INVALID = -1,
1001
+ * EMOTE_TYPE_REACT,
1002
+ * EMOTE_TYPE_ACTION,
1003
+ * EMOTE_TYPE_TAUNT,
1004
+ * EMOTE_TYPE_GREET,
1005
+ * EMOTE_TYPE_TWIRL_GUN,
1006
+ * EMOTE_TYPE_DANCE_FLOOR
1007
+ * }; enum eEmotePlaybackMode
1008
+ * {
1009
+ * EMOTE_PM_INVALID = -1,
1010
+ * EMOTE_PM_UPPERBODY,
1011
+ * EMOTE_PM_UPPERBODY_LOOP,
1012
+ * EMOTE_PM_FULLBODY,
1013
+ * };
1143
1014
  *
1144
- * @param grappleTarget
1145
- * @param grappleStyle
1146
- * @param p3
1147
- * @param p4
1148
- * @param p5
1149
- * @param p6
1150
- */
1151
- putPedDirectlyIntoGrapple(grappleTarget: Ped, grappleStyle: string | number, p3: number, p4: number, p5: boolean, p6: number): void;
1152
- /**
1153
- * @param p1
1154
- * @param p2
1155
- */
1156
- combatAnimalWarn(p1: any, p2: any): void;
1157
- /**
1158
- * @param toggle
1015
+ * @param emoteType
1016
+ * @param playbackMode
1017
+ * @param emote
1018
+ * @param isSecondaryTask
1019
+ * @param canBreakOut
1020
+ * @param disableEarlyOutAnimTag
1021
+ * @param ignoreInvalidMainTask
1022
+ * @param destroyProps
1159
1023
  */
1160
- setPedIgnoreDeadBodies(toggle: boolean): void;
1024
+ playEmoteWithHash(emoteType: number, playbackMode: number, emote: string | number, isSecondaryTask: boolean, canBreakOut: boolean, disableEarlyOutAnimTag: boolean, ignoreInvalidMainTask: boolean, destroyProps: boolean): void;
1161
1025
  /**
1162
- * @param p1
1163
- * @param p2
1164
- * @param p3
1165
- * @param p4
1026
+ * @param pos
1027
+ * @param timeout
1166
1028
  * @param p5
1167
1029
  * @param p6
1168
1030
  * @param p7
1031
+ * @param p8
1032
+ * @param coverpoint
1033
+ * @param p10
1034
+ * @param p11
1035
+ * @param p12
1169
1036
  */
1170
- moveInTrafficToDestination(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any): void;
1171
- /**
1172
- * @param attacker
1173
- * @param p2
1174
- * @returns Returns `true` on success, or `false` if `attacker` doesn't exist, or is dead.
1175
- */
1176
- intimidated(attacker: Ped, p2: boolean): boolean;
1177
- /**
1178
- * @returns
1179
- */
1180
- waypointPlaybackGetIsShooting(): any;
1037
+ putPedDirectlyIntoCover(pos: Vector3, timeout: number, p5: boolean, p6: number, p7: any, p8: any, coverpoint: number, p10: boolean, p11: boolean, p12: any): void;
1181
1038
  /**
1182
- * @param pos
1183
- * @param distance
1039
+ * @param p1
1040
+ * @param p2
1041
+ * @param p3
1042
+ * @param p4
1184
1043
  * @param p5
1185
1044
  * @param p6
1186
1045
  * @param p7
1187
1046
  * @param p8
1047
+ * @param p9
1048
+ * @param p10
1049
+ * @param p11
1050
+ * @param p12
1051
+ * @param p13
1052
+ * @param p14
1188
1053
  */
1189
- useNearestScenarioChainToCoordWarp(pos: Vector3, distance: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
1054
+ 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;
1190
1055
  /**
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
1056
+ * @param target
1196
1057
  */
1197
- getSequenceProgress(): number;
1058
+ arrestPed(target: Ped): void;
1198
1059
  /**
1060
+ * @param p1
1061
+ * @param p2
1062
+ * @param p3
1199
1063
  * @returns
1200
1064
  */
1201
- waypointPlaybackGetIsAiming(): any;
1202
- /**
1203
- * @param signalName
1204
- * @param value
1205
- */
1206
- setTaskMoveNetworkSignalFloat(signalName: string | null, value: number): void;
1065
+ setPedWaypointRouteOffset(p1: number, p2: number, p3: number): any;
1207
1066
  /**
1208
- * @param taskSequenceId
1067
+ * @param waypointRecording
1068
+ * @returns
1209
1069
  */
1210
- performSequence(taskSequenceId: number): void;
1070
+ isWaypointPlaybackGoingOnForPed(waypointRecording: string | null): boolean;
1211
1071
  /**
1212
1072
  * @param p1
1213
1073
  * @param p2
1214
- * @param p3
1215
1074
  */
1216
- moveInTraffic(p1: any, p2: any, p3: any): void;
1075
+ animalWrithe(p1: any, p2: any): void;
1217
1076
  /**
1218
1077
  * @param p1
1219
- * @param permanently
1220
- */
1221
- knockedOut(p1: number, permanently: boolean): void;
1222
- /**
1223
- * @param duration
1224
- */
1225
- updateTaskHandsUpDuration(duration: number): void;
1226
- /**
1227
- * Similar to 0xB31A277C1AC7B7FF but checks if the ped's inventory contains the specified emote kit.
1228
- *
1229
- * @param emoteType
1230
- * @param playbackMode
1231
- * @param emote
1232
- * @param isSecondaryTask
1233
- * @param canBreakOut
1234
- * @param disableEarlyOutAnimTag
1235
- * @param ignoreInvalidMainTask
1236
- * @param destroyProps
1078
+ * @param p2
1079
+ * @param p3
1080
+ * @param p4
1237
1081
  */
1238
- playEmote(emoteType: number, playbackMode: number, emote: string | number, isSecondaryTask: boolean, canBreakOut: boolean, disableEarlyOutAnimTag: boolean, ignoreInvalidMainTask: boolean, destroyProps: boolean): void;
1082
+ aimAtEntity(p1: any, p2: any, p3: any, p4: any): void;
1239
1083
  /**
1240
- * @param boat
1084
+ * @param targetPed
1241
1085
  * @param p2
1242
1086
  * @param p3
1243
- * @param pos
1244
- * @param p7
1245
- * @param maxSpeed
1246
- * @param drivingStyle
1247
- * @param p10
1248
- * @param p11
1249
1087
  */
1250
- boatMission(boat: Vehicle, p2: any, p3: any, pos: Vector3, p7: any, maxSpeed: number, drivingStyle: number, p10: number, p11: any): void;
1088
+ combatPedTimed(targetPed: Ped, p2: number, p3: any): void;
1251
1089
  /**
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`.
1090
+ * @param p1
1091
+ * @param p2
1092
+ * @param p3
1255
1093
  */
1256
- setIntimidatedFacingAngle(useLimits: boolean, minAngle: number, maxAngle: number): void;
1094
+ throwProjectile(p1: any, p2: any, p3: any): void;
1257
1095
  /**
1258
- * @param targetPed
1259
- * @param p2
1096
+ * @param pos
1097
+ * @param heading
1098
+ * @param p5
1260
1099
  */
1261
- animalFlee(targetPed: Ped, p2: any): void;
1100
+ pedSlideToCoord(pos: Vector3, heading: number, p5: number): void;
1262
1101
  /**
1263
1102
  * @returns
1264
1103
  */
@@ -2559,5 +2398,166 @@ export declare class PedTask extends BaseTask {
2559
2398
  * @param vehicle
2560
2399
  */
2561
2400
  shuffleToNextVehicleSeat(vehicle: Vehicle): void;
2401
+ clearLookAt(): void;
2402
+ /**
2403
+ * @param inputContext
2404
+ * @returns
2405
+ */
2406
+ getItemInteractionPromptProgress(inputContext: string | number): number;
2407
+ /**
2408
+ * @param p1
2409
+ * @param p2
2410
+ * @param p3
2411
+ * @param p4
2412
+ */
2413
+ setSphereDefensiveArea(p1: number, p2: number, p3: number, p4: number): void;
2414
+ /**
2415
+ * @param p1
2416
+ * @param p2
2417
+ * @param p3
2418
+ * @param p4
2419
+ */
2420
+ useRandomScenarioInGroup(p1: any, p2: any, p3: any, p4: any): void;
2421
+ /**
2422
+ * enum eWhistleType
2423
+ * {
2424
+ * WHISTLE_MAIN,
2425
+ * WHISTLE_SECONDARY,
2426
+ * WHISTLE_DOUBLE,
2427
+ * WHISTLE_URGENT,
2428
+ * WHISTLE_LONG
2429
+ * };
2430
+ *
2431
+ * @param p1
2432
+ * @param whistleType
2433
+ */
2434
+ goToWhistle(p1: Ped, whistleType: number): void;
2435
+ /**
2436
+ * @param pos
2437
+ * @param duration
2438
+ * @param flags
2439
+ * @param p6
2440
+ * @param p7
2441
+ */
2442
+ lookAtCoord(pos: Vector3, duration: number, flags: number, p6: number, p7: boolean): void;
2443
+ /**
2444
+ * @returns
2445
+ */
2446
+ isPedInHitReact(): any;
2447
+ /**
2448
+ * @param p1
2449
+ * @param p2
2450
+ * @param p3
2451
+ * @param p4
2452
+ * @param p5
2453
+ * @param p6
2454
+ * @param p7
2455
+ * @param p8
2456
+ */
2457
+ N_0x3FFCD7BBA074CC80(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
2458
+ /**
2459
+ * @returns
2460
+ */
2461
+ isMountedWeaponTaskUnderneathDrivingTask(): boolean;
2462
+ /**
2463
+ * flags: See TASK_ENTER_VEHICLE
2464
+ *
2465
+ * @param p1
2466
+ * @param flags Refer to [enum: eEnterExitVehicleFlags]
2467
+ */
2468
+ disembarkNearestTrainCarriage(p1: number, flags: number): void;
2469
+ /**
2470
+ * @param radius
2471
+ */
2472
+ combatHatedTargetsNoLosTest(radius: number): void;
2473
+ /**
2474
+ * @param p1
2475
+ */
2476
+ N_0x31BB338F64D5C861(p1: boolean): void;
2477
+ /**
2478
+ * @param modifier
2479
+ */
2480
+ setPedPathClimbCostModifier(modifier: number): void;
2481
+ /**
2482
+ * @param entity
2483
+ * @param duration
2484
+ * @param targetRadius
2485
+ * @param offset
2486
+ * @param moveBlendRatio
2487
+ * @param offsetFlags
2488
+ */
2489
+ gotoEntityOffsetXy(entity: Entity, duration: number, targetRadius: number, offset: Vector2, moveBlendRatio: number, offsetFlags: number): void;
2490
+ /**
2491
+ * 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
2492
+ *
2493
+ * @param p2
2494
+ * @param p3
2495
+ */
2496
+ wanderStandard(p2: number, p3: number): void;
2497
+ /**
2498
+ * @param p1
2499
+ * @param p2
2500
+ */
2501
+ clearPedTasks(p1: boolean, p2: boolean): void;
2502
+ /**
2503
+ * @param signalName
2504
+ * @param value
2505
+ */
2506
+ setTaskMoveNetworkSignalFloat(signalName: string | null, value: number): void;
2507
+ /**
2508
+ * @param taskSequenceId
2509
+ */
2510
+ performSequence(taskSequenceId: number): void;
2511
+ /**
2512
+ * @param p1
2513
+ * @param p2
2514
+ * @param p3
2515
+ */
2516
+ moveInTraffic(p1: any, p2: any, p3: any): void;
2517
+ /**
2518
+ * @param p1
2519
+ * @param permanently
2520
+ */
2521
+ knockedOut(p1: number, permanently: boolean): void;
2522
+ /**
2523
+ * @param duration
2524
+ */
2525
+ updateTaskHandsUpDuration(duration: number): void;
2526
+ /**
2527
+ * Similar to 0xB31A277C1AC7B7FF but checks if the ped's inventory contains the specified emote kit.
2528
+ *
2529
+ * @param emoteType
2530
+ * @param playbackMode
2531
+ * @param emote
2532
+ * @param isSecondaryTask
2533
+ * @param canBreakOut
2534
+ * @param disableEarlyOutAnimTag
2535
+ * @param ignoreInvalidMainTask
2536
+ * @param destroyProps
2537
+ */
2538
+ playEmote(emoteType: number, playbackMode: number, emote: string | number, isSecondaryTask: boolean, canBreakOut: boolean, disableEarlyOutAnimTag: boolean, ignoreInvalidMainTask: boolean, destroyProps: boolean): void;
2539
+ /**
2540
+ * @param boat
2541
+ * @param p2
2542
+ * @param p3
2543
+ * @param pos
2544
+ * @param p7
2545
+ * @param maxSpeed
2546
+ * @param drivingStyle
2547
+ * @param p10
2548
+ * @param p11
2549
+ */
2550
+ boatMission(boat: Vehicle, p2: any, p3: any, pos: Vector3, p7: any, maxSpeed: number, drivingStyle: number, p10: number, p11: any): void;
2551
+ /**
2552
+ * @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
2553
+ * @param minAngle The minimum viewing angle, requires `useLimits` to be `true`.
2554
+ * @param maxAngle The maximum viewing angle, reuqeres `useLimits` to be `true`.
2555
+ */
2556
+ setIntimidatedFacingAngle(useLimits: boolean, minAngle: number, maxAngle: number): void;
2557
+ /**
2558
+ * @param targetPed
2559
+ * @param p2
2560
+ */
2561
+ animalFlee(targetPed: Ped, p2: any): void;
2562
2562
  }
2563
2563
  //# sourceMappingURL=PedTask.d.ts.map