@nativewrappers/redm-codegen 0.0.2

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Files changed (642) hide show
  1. package/README.md +41 -0
  2. package/dist/classes/AnimScene.d.ts +361 -0
  3. package/dist/classes/AnimScene.d.ts.map +1 -0
  4. package/dist/classes/AnimScene.js +511 -0
  5. package/dist/classes/BaseModel.d.ts +108 -0
  6. package/dist/classes/BaseModel.d.ts.map +1 -0
  7. package/dist/classes/BaseModel.js +158 -0
  8. package/dist/classes/BaseTask.d.ts +102 -0
  9. package/dist/classes/BaseTask.d.ts.map +1 -0
  10. package/dist/classes/BaseTask.js +129 -0
  11. package/dist/classes/Cam.d.ts +217 -0
  12. package/dist/classes/Cam.d.ts.map +1 -0
  13. package/dist/classes/Cam.js +295 -0
  14. package/dist/classes/Entity.d.ts +1101 -0
  15. package/dist/classes/Entity.d.ts.map +1 -0
  16. package/dist/classes/Entity.js +1480 -0
  17. package/dist/classes/Interior.d.ts +65 -0
  18. package/dist/classes/Interior.d.ts.map +1 -0
  19. package/dist/classes/Interior.js +96 -0
  20. package/dist/classes/ItemSet.d.ts +18 -0
  21. package/dist/classes/ItemSet.d.ts.map +1 -0
  22. package/dist/classes/ItemSet.js +32 -0
  23. package/dist/classes/Ped.d.ts +4230 -0
  24. package/dist/classes/Ped.d.ts.map +1 -0
  25. package/dist/classes/Ped.js +5712 -0
  26. package/dist/classes/PedModel.d.ts +9 -0
  27. package/dist/classes/PedModel.d.ts.map +1 -0
  28. package/dist/classes/PedModel.js +13 -0
  29. package/dist/classes/PedTask.d.ts +2563 -0
  30. package/dist/classes/PedTask.d.ts.map +1 -0
  31. package/dist/classes/PedTask.js +3276 -0
  32. package/dist/classes/PersChar.d.ts +39 -0
  33. package/dist/classes/PersChar.d.ts.map +1 -0
  34. package/dist/classes/PersChar.js +69 -0
  35. package/dist/classes/Pickup.d.ts +30 -0
  36. package/dist/classes/Pickup.d.ts.map +1 -0
  37. package/dist/classes/Pickup.js +45 -0
  38. package/dist/classes/Player.d.ts +1309 -0
  39. package/dist/classes/Player.d.ts.map +1 -0
  40. package/dist/classes/Player.js +1808 -0
  41. package/dist/classes/Prop.d.ts +253 -0
  42. package/dist/classes/Prop.d.ts.map +1 -0
  43. package/dist/classes/Prop.js +362 -0
  44. package/dist/classes/PropSet.d.ts +46 -0
  45. package/dist/classes/PropSet.d.ts.map +1 -0
  46. package/dist/classes/PropSet.js +67 -0
  47. package/dist/classes/Vehicle.d.ts +1188 -0
  48. package/dist/classes/Vehicle.d.ts.map +1 -0
  49. package/dist/classes/Vehicle.js +1652 -0
  50. package/dist/classes/VehicleModel.d.ts +11 -0
  51. package/dist/classes/VehicleModel.d.ts.map +1 -0
  52. package/dist/classes/VehicleModel.js +15 -0
  53. package/dist/classes/VehicleTask.d.ts +87 -0
  54. package/dist/classes/VehicleTask.d.ts.map +1 -0
  55. package/dist/classes/VehicleTask.js +118 -0
  56. package/dist/classes/Volume.d.ts +142 -0
  57. package/dist/classes/Volume.d.ts.map +1 -0
  58. package/dist/classes/Volume.js +194 -0
  59. package/dist/classes/Weapon.d.ts +690 -0
  60. package/dist/classes/Weapon.d.ts.map +1 -0
  61. package/dist/classes/Weapon.js +934 -0
  62. package/dist/enums/eActionDisableFlags.d.ts +38 -0
  63. package/dist/enums/eActionDisableFlags.d.ts.map +1 -0
  64. package/dist/enums/eActionDisableFlags.js +38 -0
  65. package/dist/enums/eAddItemReason.d.ts +20 -0
  66. package/dist/enums/eAddItemReason.d.ts.map +1 -0
  67. package/dist/enums/eAddItemReason.js +20 -0
  68. package/dist/enums/eAmmoType.d.ts +88 -0
  69. package/dist/enums/eAmmoType.d.ts.map +1 -0
  70. package/dist/enums/eAmmoType.js +88 -0
  71. package/dist/enums/eAnimalRarityLevel.d.ts +7 -0
  72. package/dist/enums/eAnimalRarityLevel.d.ts.map +1 -0
  73. package/dist/enums/eAnimalRarityLevel.js +7 -0
  74. package/dist/enums/eAttributeCore.d.ts +6 -0
  75. package/dist/enums/eAttributeCore.d.ts.map +1 -0
  76. package/dist/enums/eAttributeCore.js +6 -0
  77. package/dist/enums/eCarryingFlags.d.ts +43 -0
  78. package/dist/enums/eCarryingFlags.d.ts.map +1 -0
  79. package/dist/enums/eCarryingFlags.js +43 -0
  80. package/dist/enums/eCrimeType.d.ts +61 -0
  81. package/dist/enums/eCrimeType.d.ts.map +1 -0
  82. package/dist/enums/eCrimeType.js +61 -0
  83. package/dist/enums/eDispatchType.d.ts +20 -0
  84. package/dist/enums/eDispatchType.d.ts.map +1 -0
  85. package/dist/enums/eDispatchType.js +20 -0
  86. package/dist/enums/eDoorId.d.ts +16 -0
  87. package/dist/enums/eDoorId.d.ts.map +1 -0
  88. package/dist/enums/eDoorId.js +16 -0
  89. package/dist/enums/eEnterExitVehicleFlags.d.ts +32 -0
  90. package/dist/enums/eEnterExitVehicleFlags.d.ts.map +1 -0
  91. package/dist/enums/eEnterExitVehicleFlags.js +32 -0
  92. package/dist/enums/eEulerRotationOrder.d.ts +9 -0
  93. package/dist/enums/eEulerRotationOrder.d.ts.map +1 -0
  94. package/dist/enums/eEulerRotationOrder.js +9 -0
  95. package/dist/enums/eExplosionTag.d.ts +40 -0
  96. package/dist/enums/eExplosionTag.d.ts.map +1 -0
  97. package/dist/enums/eExplosionTag.js +40 -0
  98. package/dist/enums/eFleeStyle.d.ts +16 -0
  99. package/dist/enums/eFleeStyle.d.ts.map +1 -0
  100. package/dist/enums/eFleeStyle.js +16 -0
  101. package/dist/enums/eIkControlFlags.d.ts +34 -0
  102. package/dist/enums/eIkControlFlags.d.ts.map +1 -0
  103. package/dist/enums/eIkControlFlags.js +34 -0
  104. package/dist/enums/eInventoryItemSound.d.ts +6 -0
  105. package/dist/enums/eInventoryItemSound.d.ts.map +1 -0
  106. package/dist/enums/eInventoryItemSound.js +6 -0
  107. package/dist/enums/eLookIntensity.d.ts +7 -0
  108. package/dist/enums/eLookIntensity.d.ts.map +1 -0
  109. package/dist/enums/eLookIntensity.js +7 -0
  110. package/dist/enums/eLookReturnAnimation.d.ts +6 -0
  111. package/dist/enums/eLookReturnAnimation.d.ts.map +1 -0
  112. package/dist/enums/eLookReturnAnimation.js +6 -0
  113. package/dist/enums/eLootingFlags.d.ts +32 -0
  114. package/dist/enums/eLootingFlags.d.ts.map +1 -0
  115. package/dist/enums/eLootingFlags.js +32 -0
  116. package/dist/enums/eMetaPedExpressions.d.ts +118 -0
  117. package/dist/enums/eMetaPedExpressions.d.ts.map +1 -0
  118. package/dist/enums/eMetaPedExpressions.js +118 -0
  119. package/dist/enums/eMotivationState.d.ts +14 -0
  120. package/dist/enums/eMotivationState.d.ts.map +1 -0
  121. package/dist/enums/eMotivationState.js +14 -0
  122. package/dist/enums/ePedAttribute.d.ts +26 -0
  123. package/dist/enums/ePedAttribute.d.ts.map +1 -0
  124. package/dist/enums/ePedAttribute.js +26 -0
  125. package/dist/enums/ePedCombatAbility.d.ts +7 -0
  126. package/dist/enums/ePedCombatAbility.d.ts.map +1 -0
  127. package/dist/enums/ePedCombatAbility.js +7 -0
  128. package/dist/enums/ePedCombatMovement.d.ts +8 -0
  129. package/dist/enums/ePedCombatMovement.d.ts.map +1 -0
  130. package/dist/enums/ePedCombatMovement.js +8 -0
  131. package/dist/enums/ePedCombatRange.d.ts +9 -0
  132. package/dist/enums/ePedCombatRange.d.ts.map +1 -0
  133. package/dist/enums/ePedCombatRange.js +9 -0
  134. package/dist/enums/ePedDamageCleanliness.d.ts +6 -0
  135. package/dist/enums/ePedDamageCleanliness.d.ts.map +1 -0
  136. package/dist/enums/ePedDamageCleanliness.js +6 -0
  137. package/dist/enums/ePedMood.d.ts +13 -0
  138. package/dist/enums/ePedMood.d.ts.map +1 -0
  139. package/dist/enums/ePedMood.js +13 -0
  140. package/dist/enums/ePedQuality.d.ts +8 -0
  141. package/dist/enums/ePedQuality.d.ts.map +1 -0
  142. package/dist/enums/ePedQuality.js +8 -0
  143. package/dist/enums/ePedScriptConfigFlags.d.ts +604 -0
  144. package/dist/enums/ePedScriptConfigFlags.d.ts.map +1 -0
  145. package/dist/enums/ePedScriptConfigFlags.js +604 -0
  146. package/dist/enums/ePlacementFlag.d.ts +27 -0
  147. package/dist/enums/ePlacementFlag.d.ts.map +1 -0
  148. package/dist/enums/ePlacementFlag.js +27 -0
  149. package/dist/enums/eRagdollBlockingFlags.d.ts +23 -0
  150. package/dist/enums/eRagdollBlockingFlags.d.ts.map +1 -0
  151. package/dist/enums/eRagdollBlockingFlags.js +23 -0
  152. package/dist/enums/eRemoveItemReason.d.ts +19 -0
  153. package/dist/enums/eRemoveItemReason.d.ts.map +1 -0
  154. package/dist/enums/eRemoveItemReason.js +19 -0
  155. package/dist/enums/eSavegameType.d.ts +16 -0
  156. package/dist/enums/eSavegameType.d.ts.map +1 -0
  157. package/dist/enums/eSavegameType.js +16 -0
  158. package/dist/enums/eScenarioBlockingFlags.d.ts +11 -0
  159. package/dist/enums/eScenarioBlockingFlags.d.ts.map +1 -0
  160. package/dist/enums/eScenarioBlockingFlags.js +11 -0
  161. package/dist/enums/eScriptedAnimFlags.d.ts +35 -0
  162. package/dist/enums/eScriptedAnimFlags.d.ts.map +1 -0
  163. package/dist/enums/eScriptedAnimFlags.js +35 -0
  164. package/dist/enums/eSessionFlags.d.ts +16 -0
  165. package/dist/enums/eSessionFlags.d.ts.map +1 -0
  166. package/dist/enums/eSessionFlags.js +16 -0
  167. package/dist/enums/eTargetingMode.d.ts +8 -0
  168. package/dist/enums/eTargetingMode.d.ts.map +1 -0
  169. package/dist/enums/eTargetingMode.js +8 -0
  170. package/dist/enums/eUIFeedChannel.d.ts +18 -0
  171. package/dist/enums/eUIFeedChannel.d.ts.map +1 -0
  172. package/dist/enums/eUIFeedChannel.js +18 -0
  173. package/dist/enums/eUiRpgStatusEffect.d.ts +19 -0
  174. package/dist/enums/eUiRpgStatusEffect.d.ts.map +1 -0
  175. package/dist/enums/eUiRpgStatusEffect.js +19 -0
  176. package/dist/enums/eVehicleSeat.d.ts +15 -0
  177. package/dist/enums/eVehicleSeat.d.ts.map +1 -0
  178. package/dist/enums/eVehicleSeat.js +15 -0
  179. package/dist/enums/eWeaponAttachPoint.d.ts +36 -0
  180. package/dist/enums/eWeaponAttachPoint.d.ts.map +1 -0
  181. package/dist/enums/eWeaponAttachPoint.js +36 -0
  182. package/dist/enums/eWeaponHash.d.ts +175 -0
  183. package/dist/enums/eWeaponHash.d.ts.map +1 -0
  184. package/dist/enums/eWeaponHash.js +175 -0
  185. package/dist/enums/naSpeechEventType.d.ts +57 -0
  186. package/dist/enums/naSpeechEventType.d.ts.map +1 -0
  187. package/dist/enums/naSpeechEventType.js +57 -0
  188. package/dist/index.d.ts +156 -0
  189. package/dist/index.d.ts.map +1 -0
  190. package/dist/index.js +158 -0
  191. package/dist/namespaces/Aicoverpoint.d.ts +95 -0
  192. package/dist/namespaces/Aicoverpoint.d.ts.map +1 -0
  193. package/dist/namespaces/Aicoverpoint.js +131 -0
  194. package/dist/namespaces/Aitransport.d.ts +197 -0
  195. package/dist/namespaces/Aitransport.d.ts.map +1 -0
  196. package/dist/namespaces/Aitransport.js +246 -0
  197. package/dist/namespaces/Animscene.d.ts +174 -0
  198. package/dist/namespaces/Animscene.d.ts.map +1 -0
  199. package/dist/namespaces/Animscene.js +222 -0
  200. package/dist/namespaces/Attribute.d.ts +171 -0
  201. package/dist/namespaces/Attribute.d.ts.map +1 -0
  202. package/dist/namespaces/Attribute.js +222 -0
  203. package/dist/namespaces/Audio.d.ts +1255 -0
  204. package/dist/namespaces/Audio.d.ts.map +1 -0
  205. package/dist/namespaces/Audio.js +1695 -0
  206. package/dist/namespaces/Badsport.d.ts +8 -0
  207. package/dist/namespaces/Badsport.d.ts.map +1 -0
  208. package/dist/namespaces/Badsport.js +11 -0
  209. package/dist/namespaces/Bounty.d.ts +154 -0
  210. package/dist/namespaces/Bounty.d.ts.map +1 -0
  211. package/dist/namespaces/Bounty.js +248 -0
  212. package/dist/namespaces/Brain.d.ts +75 -0
  213. package/dist/namespaces/Brain.d.ts.map +1 -0
  214. package/dist/namespaces/Brain.js +98 -0
  215. package/dist/namespaces/Builtin.d.ts +137 -0
  216. package/dist/namespaces/Builtin.d.ts.map +1 -0
  217. package/dist/namespaces/Builtin.js +180 -0
  218. package/dist/namespaces/CamStatics.d.ts +972 -0
  219. package/dist/namespaces/CamStatics.d.ts.map +1 -0
  220. package/dist/namespaces/CamStatics.js +1360 -0
  221. package/dist/namespaces/Clock.d.ts +108 -0
  222. package/dist/namespaces/Clock.d.ts.map +1 -0
  223. package/dist/namespaces/Clock.js +149 -0
  224. package/dist/namespaces/Collection.d.ts +201 -0
  225. package/dist/namespaces/Collection.d.ts.map +1 -0
  226. package/dist/namespaces/Collection.js +263 -0
  227. package/dist/namespaces/Companion.d.ts +143 -0
  228. package/dist/namespaces/Companion.d.ts.map +1 -0
  229. package/dist/namespaces/Companion.js +191 -0
  230. package/dist/namespaces/Compapp.d.ts +34 -0
  231. package/dist/namespaces/Compapp.d.ts.map +1 -0
  232. package/dist/namespaces/Compapp.js +44 -0
  233. package/dist/namespaces/Compendium.d.ts +195 -0
  234. package/dist/namespaces/Compendium.d.ts.map +1 -0
  235. package/dist/namespaces/Compendium.js +261 -0
  236. package/dist/namespaces/Crashlog.d.ts +63 -0
  237. package/dist/namespaces/Crashlog.d.ts.map +1 -0
  238. package/dist/namespaces/Crashlog.js +88 -0
  239. package/dist/namespaces/Crew.d.ts +85 -0
  240. package/dist/namespaces/Crew.d.ts.map +1 -0
  241. package/dist/namespaces/Crew.js +127 -0
  242. package/dist/namespaces/Databinding.d.ts +500 -0
  243. package/dist/namespaces/Databinding.d.ts.map +1 -0
  244. package/dist/namespaces/Databinding.js +667 -0
  245. package/dist/namespaces/Datafile.d.ts +344 -0
  246. package/dist/namespaces/Datafile.d.ts.map +1 -0
  247. package/dist/namespaces/Datafile.js +495 -0
  248. package/dist/namespaces/Debug.d.ts +21 -0
  249. package/dist/namespaces/Debug.d.ts.map +1 -0
  250. package/dist/namespaces/Debug.js +27 -0
  251. package/dist/namespaces/Decorator.d.ts +105 -0
  252. package/dist/namespaces/Decorator.d.ts.map +1 -0
  253. package/dist/namespaces/Decorator.js +134 -0
  254. package/dist/namespaces/Dlc.d.ts +20 -0
  255. package/dist/namespaces/Dlc.d.ts.map +1 -0
  256. package/dist/namespaces/Dlc.js +28 -0
  257. package/dist/namespaces/EntityStatics.d.ts +520 -0
  258. package/dist/namespaces/EntityStatics.d.ts.map +1 -0
  259. package/dist/namespaces/EntityStatics.js +679 -0
  260. package/dist/namespaces/Event.d.ts +267 -0
  261. package/dist/namespaces/Event.d.ts.map +1 -0
  262. package/dist/namespaces/Event.js +340 -0
  263. package/dist/namespaces/Fire.d.ts +233 -0
  264. package/dist/namespaces/Fire.d.ts.map +1 -0
  265. package/dist/namespaces/Fire.js +288 -0
  266. package/dist/namespaces/Flock.d.ts +306 -0
  267. package/dist/namespaces/Flock.d.ts.map +1 -0
  268. package/dist/namespaces/Flock.js +396 -0
  269. package/dist/namespaces/Gang.d.ts +211 -0
  270. package/dist/namespaces/Gang.d.ts.map +1 -0
  271. package/dist/namespaces/Gang.js +297 -0
  272. package/dist/namespaces/GoogleAnalytics.d.ts +23 -0
  273. package/dist/namespaces/GoogleAnalytics.d.ts.map +1 -0
  274. package/dist/namespaces/GoogleAnalytics.js +31 -0
  275. package/dist/namespaces/Graphics.d.ts +1598 -0
  276. package/dist/namespaces/Graphics.d.ts.map +1 -0
  277. package/dist/namespaces/Graphics.js +2131 -0
  278. package/dist/namespaces/Hud.d.ts +1058 -0
  279. package/dist/namespaces/Hud.d.ts.map +1 -0
  280. package/dist/namespaces/Hud.js +1443 -0
  281. package/dist/namespaces/Ik.d.ts +33 -0
  282. package/dist/namespaces/Ik.d.ts.map +1 -0
  283. package/dist/namespaces/Ik.js +44 -0
  284. package/dist/namespaces/Interaction.d.ts +40 -0
  285. package/dist/namespaces/Interaction.d.ts.map +1 -0
  286. package/dist/namespaces/Interaction.js +52 -0
  287. package/dist/namespaces/InteriorStatics.d.ts +97 -0
  288. package/dist/namespaces/InteriorStatics.d.ts.map +1 -0
  289. package/dist/namespaces/InteriorStatics.js +129 -0
  290. package/dist/namespaces/Inventory.d.ts +597 -0
  291. package/dist/namespaces/Inventory.d.ts.map +1 -0
  292. package/dist/namespaces/Inventory.js +807 -0
  293. package/dist/namespaces/Itemdatabase.d.ts +526 -0
  294. package/dist/namespaces/Itemdatabase.d.ts.map +1 -0
  295. package/dist/namespaces/Itemdatabase.js +739 -0
  296. package/dist/namespaces/Itemset.d.ts +39 -0
  297. package/dist/namespaces/Itemset.d.ts.map +1 -0
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  299. package/dist/namespaces/Law.d.ts +756 -0
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  302. package/dist/namespaces/Localization.d.ts +42 -0
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  305. package/dist/namespaces/Map.d.ts +473 -0
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  308. package/dist/namespaces/Minigame.d.ts +245 -0
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  311. package/dist/namespaces/Misc.d.ts +1704 -0
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  314. package/dist/namespaces/Missiondata.d.ts +100 -0
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  317. package/dist/namespaces/Money.d.ts +43 -0
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  320. package/dist/namespaces/Netshopping.d.ts +154 -0
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  323. package/dist/namespaces/Network.d.ts +3022 -0
  324. package/dist/namespaces/Network.d.ts.map +1 -0
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  326. package/dist/namespaces/Object.d.ts +594 -0
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  329. package/dist/namespaces/Pad.d.ts +249 -0
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  332. package/dist/namespaces/Pathfind.d.ts +545 -0
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  335. package/dist/namespaces/PedStatics.d.ts +1738 -0
  336. package/dist/namespaces/PedStatics.d.ts.map +1 -0
  337. package/dist/namespaces/PedStatics.js +2296 -0
  338. package/dist/namespaces/Perschar.d.ts +179 -0
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  341. package/dist/namespaces/Persistence.d.ts +116 -0
  342. package/dist/namespaces/Persistence.d.ts.map +1 -0
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  344. package/dist/namespaces/Physics.d.ts +491 -0
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  347. package/dist/namespaces/PlayerStatics.d.ts +850 -0
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  350. package/dist/namespaces/Population.d.ts +188 -0
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  542. package/src/enums/eWeaponAttachPoint.ts +35 -0
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  642. package/src/types/Vector4.ts +42 -0
@@ -0,0 +1,2563 @@
1
+ import type { eVehicleSeat } from '../enums/eVehicleSeat';
2
+ import type { eWeaponHash } from '../enums/eWeaponHash';
3
+ import type { AnimScene } from '../classes/AnimScene';
4
+ import type { Entity } from '../classes/Entity';
5
+ import type { Prop } from '../classes/Prop';
6
+ import type { Vehicle } from '../classes/Vehicle';
7
+ import type { Volume } from '../classes/Volume';
8
+ import { Vector2 } from '../types/Vector2';
9
+ import { Vector3 } from '../types/Vector3';
10
+ import { BaseTask } from './BaseTask';
11
+ import type { Ped } from './Ped';
12
+ export declare class PedTask extends BaseTask {
13
+ constructor(entity: Ped);
14
+ /**
15
+ * @param pos
16
+ * @param speedMultiplier
17
+ * @param timeout
18
+ * @param stoppingRange
19
+ * @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
+ /**
28
+ * @param radius
29
+ * @param time
30
+ * @param flags
31
+ */
32
+ combatHatedTargetsAroundPedTimed(radius: number, time: number, flags: number): void;
33
+ /**
34
+ * @returns
35
+ */
36
+ isPedRunning(): boolean;
37
+ /**
38
+ * @returns
39
+ */
40
+ isPedSprinting(): boolean;
41
+ /**
42
+ * @param useSlidingSurfaces
43
+ */
44
+ setPedPathMayUseSlidingSurfaces(useSlidingSurfaces: boolean): void;
45
+ /**
46
+ * Force a ped that is already attacking to aim directly at the specified world coordinates.
47
+ *
48
+ * @param pos
49
+ * @param p4
50
+ * @param p5
51
+ * @param p6
52
+ */
53
+ forcePointAimAtCoord(pos: Vector3, p4?: number, p5?: boolean, p6?: boolean): void;
54
+ /**
55
+ * @param p1
56
+ * @param p2
57
+ * @param p3
58
+ * @param p4
59
+ */
60
+ swapWeapon(p1: any, p2: any, p3: any, p4: any): void;
61
+ /**
62
+ * @param p1
63
+ * @param p2
64
+ * @param p3
65
+ * @param p4
66
+ * @param p5
67
+ * @param p6
68
+ * @param p7
69
+ * @param p8
70
+ */
71
+ gotoEntityOffsetXyz(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
72
+ /**
73
+ * @param pos
74
+ * @param distance
75
+ * @param duration
76
+ * @param p6
77
+ * @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
+ */
89
+ combatHatedTargets(radius: number): void;
90
+ /**
91
+ * Only used in R* Scripts fishing_core and av_fishing_river
92
+ *
93
+ * @returns p1
94
+ */
95
+ setTaskFishing(): [any, number];
96
+ /**
97
+ * @param p1
98
+ * @param p2
99
+ * @param p3
100
+ * @param p4
101
+ * @param p5
102
+ * @param p6
103
+ * @param p7
104
+ * @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
+ */
113
+ setPedPathPreferStayInWater(preferStayInWater: boolean, p2: number): void;
114
+ /**
115
+ * @param name
116
+ */
117
+ requestTaskMoveNetworkStateTransition(name: string | null): void;
118
+ /**
119
+ * @param entity
120
+ */
121
+ pedFishingrodHookEntity(entity: Entity): void;
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
140
+ */
141
+ duck(time: number): void;
142
+ /**
143
+ * @param p1
144
+ * @param p2
145
+ * @param p3
146
+ * @param p4
147
+ */
148
+ robPed(p1: any, p2: any, p3: any, p4: any): void;
149
+ /**
150
+ * getupSetHash: see nm_blend_out_sets.meta
151
+ *
152
+ * @param flags
153
+ * @param getupSetHash
154
+ * @param p3
155
+ * @param p4
156
+ * @param p5
157
+ */
158
+ unhogtiePed(flags: number, getupSetHash: string | number, p3: string | null, p4: string | null, p5: number): void;
159
+ /**
160
+ * hecks if the ped camera is directed at the given coord within the specified radius. https://www.youtube.com/watch?v=iLHXrWVvq_c
161
+ *
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
169
+ */
170
+ walkAway(entity: Entity): void;
171
+ /**
172
+ * @returns
173
+ */
174
+ getHogtieEscapeTimer(): number;
175
+ weapon(): void;
176
+ /**
177
+ * @returns
178
+ */
179
+ isPedWalking(): boolean;
180
+ clearLookAt(): void;
181
+ /**
182
+ * @param inputContext
183
+ * @returns
184
+ */
185
+ getItemInteractionPromptProgress(inputContext: string | number): number;
186
+ /**
187
+ * @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
198
+ */
199
+ combatPedAtCoords(pos: Vector3, p4: number, p5: number): void;
200
+ /**
201
+ * Makes the specified ped stand still for (time) milliseconds.
202
+ *
203
+ * @param time
204
+ */
205
+ standStill(time: number): void;
206
+ /**
207
+ * @param animDictionary
208
+ * @param animationName
209
+ * @param p3
210
+ */
211
+ stopAnimTask(animDictionary: string | null, animationName: string | null, p3: number): void;
212
+ /**
213
+ * @param p1
214
+ * @param p2
215
+ * @param p3
216
+ */
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];
225
+ /**
226
+ * @param p1
227
+ * @param p2
228
+ */
229
+ shockingEventReact(p1: any, p2: any): void;
230
+ /**
231
+ * @returns
232
+ */
233
+ N_0xB520DBDA7FCF573F(): boolean;
234
+ /**
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
240
+ */
241
+ setFishingBait(bait: string | null, withoutBuoy: boolean, instantly: boolean): void;
242
+ /**
243
+ * Params: p3, p4, p5, p6: 0, 0, 0, -1.0f in R* Scripts
244
+ *
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
277
+ * @param p4
278
+ * @param p5
279
+ * @param p6
280
+ * @param p7
281
+ * @param p8
282
+ * @param p9
283
+ * @param p10
284
+ * @param p11
285
+ * @param p12
286
+ * @param p13
287
+ * @param p14
288
+ */
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;
290
+ /**
291
+ * Used with 'P_BODYPARTARMFLOAT02X' model in fishing_core.c
292
+ *
293
+ * @param object
294
+ */
295
+ pedFishingrodHookObject(object: Prop): void;
296
+ /**
297
+ * @param exitAnimation
298
+ * @param p2
299
+ */
300
+ reactLookAtEnd(exitAnimation: number, p2: boolean): void;
301
+ clearDrivebyTaskUnderneathDrivingTask(): void;
302
+ /**
303
+ * @returns
304
+ */
305
+ getPedWaypointOverrideSpeed(): number;
306
+ /**
307
+ * Climbs or vaults the nearest thing.
308
+ *
309
+ * @param unused
310
+ */
311
+ climb(unused: boolean): void;
312
+ /**
313
+ * Old name: _TASK_VEHICLE_DRIVE_TO_POINT
314
+ * flag: 524419 and 0 in shop_horse_shop R* Script
315
+ *
316
+ * @param vehicle
317
+ * @param pos
318
+ * @param p5
319
+ * @param p6
320
+ * @param flag
321
+ */
322
+ vehicleDriveStraightToPoint(vehicle: Vehicle, pos: Vector3, p5: number, p6: number, flag: number): void;
323
+ /**
324
+ * @param p1
325
+ * @param p2
326
+ * @param p3
327
+ * @param p4
328
+ * @param p5
329
+ * @param p6
330
+ * @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
+ */
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;
341
+ /**
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
348
+ */
349
+ handsUp(duration: number, facingPed: Ped, timeToFacePed: number, flags: number): void;
350
+ /**
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
359
+ * @param p6
360
+ * @param p7
361
+ */
362
+ mountAnimal(mount: Ped, timer: number, seatIndex: eVehicleSeat, pedSpeed: number, mountStyle: number, p6: any, p7: any): void;
363
+ /**
364
+ * @returns
365
+ */
366
+ getPedIsIgnoringDeadBodies(): any;
367
+ /**
368
+ * @param toggle
369
+ */
370
+ setPedPathCanUseLadders(toggle: boolean): void;
371
+ /**
372
+ * @param p1
373
+ * @param p2
374
+ */
375
+ stopAnimPlayback(p1: number, p2: boolean): void;
376
+ /**
377
+ * @param targetPed
378
+ * @param p2
379
+ * @returns
380
+ */
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;
389
+ /**
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
391
+ *
392
+ * @param entity
393
+ * @param offset
394
+ * @param moveBlendRatio
395
+ * @param timeBeforeTeleport
396
+ * @param p7
397
+ */
398
+ goStraightToCoordRelativeToEntity(entity: Entity, offset: Vector3, moveBlendRatio: number, timeBeforeTeleport: number, p7: number): void;
399
+ /**
400
+ * Sets the time it takes for a hogtied ped to escape
401
+ * -1.0f for ped to never escape
402
+ *
403
+ * @param time
404
+ */
405
+ setHogtieEscapeTimer(time: number): void;
406
+ /**
407
+ * Makes the ped run to take cover
408
+ */
409
+ stayInCover(): void;
410
+ /**
411
+ * @param p1
412
+ */
413
+ followWaypointRecordingAdvanced(p1: any): void;
414
+ /**
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
421
+ * @param targetRadius
422
+ * @param p8
423
+ */
424
+ goStraightToCoord(pos: Vector3, moveBlendRatio: number, timeBeforeTeleport: number, finalHeading: number, targetRadius: number, p8: number): void;
425
+ /**
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
437
+ */
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;
453
+ /**
454
+ * @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
463
+ */
464
+ isPedInHitReact(): any;
465
+ /**
466
+ * @param p1
467
+ * @param p2
468
+ * @param p3
469
+ * @param p4
470
+ * @param p5
471
+ * @param p6
472
+ * @param p7
473
+ * @param p8
474
+ */
475
+ N_0x3FFCD7BBA074CC80(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
476
+ /**
477
+ * @returns
478
+ */
479
+ isMountedWeaponTaskUnderneathDrivingTask(): boolean;
480
+ /**
481
+ * flags: See TASK_ENTER_VEHICLE
482
+ *
483
+ * @param p1
484
+ * @param flags Refer to [enum: eEnterExitVehicleFlags]
485
+ */
486
+ disembarkNearestTrainCarriage(p1: number, flags: number): void;
487
+ /**
488
+ * @param p1
489
+ */
490
+ N_0xFFB520A3E16F7B7B(p1: number): void;
491
+ persistentCharacter(): void;
492
+ /**
493
+ * @param speed
494
+ * @param p2
495
+ * @param p3
496
+ * @param p4
497
+ */
498
+ waypointPlaybackOverrideSpeed(speed: number, p2: any, p3: any, p4: any): void;
499
+ /**
500
+ * @param p1
501
+ * @param p2
502
+ * @param p3
503
+ */
504
+ climbLadder(p1: number, p2: boolean, p3: boolean): void;
505
+ /**
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
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
558
+ * @param p5
559
+ * @param p6
560
+ */
561
+ fleePed(fleeFromTarget: Ped, fleeStyle: number, flag: number, p4: number, p5: number, p6: number): void;
562
+ /**
563
+ * @returns
564
+ */
565
+ isPedLeadingHorse(): any;
566
+ /**
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
578
+ */
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;
580
+ /**
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
582
+ *
583
+ * @param targetEntity
584
+ * @param duration
585
+ * @param p3
586
+ * @param p4
587
+ */
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;
596
+ /**
597
+ * @param p1
598
+ * @returns
599
+ */
600
+ police(p1: boolean): any;
601
+ /**
602
+ * @param scenarioPoint
603
+ * @param flag
604
+ */
605
+ hitchAnimal(scenarioPoint: number, flag: number): void;
606
+ uncuffPed(): void;
607
+ /**
608
+ * @param p1
609
+ * @param p2
610
+ * @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
620
+ * @param p5
621
+ * @param p6
622
+ */
623
+ putPedDirectlyIntoMelee(meleeTarget: Ped, meleeStyle: string | number, p3: number, animBlendRatio: number, p5: boolean, p6: number): void;
624
+ /**
625
+ * @param waypointRecording
626
+ * @param p2
627
+ * @param flag
628
+ * @param p4
629
+ * @param p5
630
+ * @param p6
631
+ * @param p7
632
+ */
633
+ followWaypointRecording(waypointRecording: string | null, p2: number, flag: number, p4: number, p5: boolean, p6: any, p7: number): void;
634
+ /**
635
+ * @param targetPed
636
+ */
637
+ hogtieTargetPed(targetPed: Ped): void;
638
+ /**
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
+ * @param p1
644
+ * @param p2
645
+ * @param p3
646
+ * @param p4
647
+ * @param p5
648
+ * @param p6
649
+ * @param p7
650
+ * @param p8
651
+ * @param p9
652
+ * @param p10
653
+ */
654
+ goToEntityWhileAimingAtEntity(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any): void;
655
+ /**
656
+ * @param pos
657
+ * @param distance
658
+ */
659
+ useNearestTrainScenarioToCoordWarp(pos: Vector3, distance: number): void;
660
+ /**
661
+ * @param p1
662
+ */
663
+ wanderSwim(p1: any): void;
664
+ /**
665
+ * duration in milliseconds
666
+ *
667
+ * @param pos
668
+ * @param duration
669
+ */
670
+ turnPedToFaceCoord(pos: Vector3, duration: number): void;
671
+ /**
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
700
+ * @param speed
701
+ * @param shootAtEnemies
702
+ * @param distanceToStopAt
703
+ * @param noRoadsDistance
704
+ * @param unkTrue
705
+ * @param unkFlag
706
+ * @param aimingFlag
707
+ * @param firingPattern
708
+ */
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;
710
+ /**
711
+ * @param itemHash
712
+ * @param interactionAnimHash
713
+ * @param p3
714
+ * @returns
715
+ */
716
+ canStartItemInteraction(itemHash: string | number, interactionAnimHash: string | number, p3: number): any;
717
+ /**
718
+ * @param targetPed
719
+ * @param p2
720
+ * @param p3
721
+ * @param p4
722
+ * @param p5
723
+ * @param p6
724
+ * @param p7
725
+ * @param p8
726
+ * @param p9
727
+ * @param p10
728
+ */
729
+ followAndConverseWithPed(targetPed: Ped, p2: any, p3: any, p4: number, p5: number, p6: number, p7: any, p8: any, p9: number, p10: number): void;
730
+ /**
731
+ * @param pos
732
+ * @param distance
733
+ * @param p5
734
+ * @param p6
735
+ * @param p7
736
+ * @param p8
737
+ */
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;
756
+ /**
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
763
+ * @param p4
764
+ * @param p5
765
+ * @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
+ */
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;
777
+ /**
778
+ * @param radius
779
+ */
780
+ combatHatedTargetsNoLosTest(radius: number): void;
781
+ /**
782
+ * @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
+ * @param p2
802
+ * @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
+ * @param p4
814
+ * @param animDict
815
+ * @param flags
816
+ * @returns taskData
817
+ */
818
+ moveNetworkByNameWithInitParams(moveNetworkDefName: string | null, p3: number, p4: boolean, animDict: string | null, flags: number): number;
819
+ /**
820
+ * @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
830
+ * @param p6
831
+ * @param p7
832
+ * @param p8
833
+ * @param p9
834
+ */
835
+ useScenarioPoint(scenario: number, conditionalAnim: string | null, p3: number, p4: boolean, p5: boolean, p6: string | number, p7: boolean, p8: number, p9: boolean): void;
836
+ /**
837
+ * @returns
838
+ */
839
+ isPedRunningTaskItemInteraction(): any;
840
+ /**
841
+ * @param vehicle
842
+ */
843
+ breakVehicleDoorLock(vehicle: Vehicle): void;
844
+ /**
845
+ * @param vehicle
846
+ * @param vehicleTarget
847
+ * @param missionType
848
+ * @param p4
849
+ * @param p5
850
+ * @param p6
851
+ * @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
+ */
863
+ guard(p1: any, p2: any): void;
864
+ /**
865
+ * @param attacker
866
+ * @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
878
+ */
879
+ setPedPathAvoidFire(avoidFire: boolean): void;
880
+ /**
881
+ * @param reviver
882
+ * @param tool
883
+ */
884
+ reviveTarget(reviver: Ped, tool: string | number): void;
885
+ /**
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
912
+ */
913
+ playEmoteWithHash(emoteType: number, playbackMode: number, emote: string | number, isSecondaryTask: boolean, canBreakOut: boolean, disableEarlyOutAnimTag: boolean, ignoreInvalidMainTask: boolean, destroyProps: boolean): void;
914
+ /**
915
+ * @returns
916
+ */
917
+ isTaskMoveNetworkReadyForTransition(): boolean;
918
+ clearDefensiveArea(): void;
919
+ /**
920
+ * @param modifier
921
+ */
922
+ setPedPathDeepSnowCostModifier(modifier: number): void;
923
+ /**
924
+ * @returns
925
+ */
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;
934
+ /**
935
+ * @returns
936
+ */
937
+ getItemInteractionState(): string | number;
938
+ /**
939
+ * @returns
940
+ */
941
+ getIsPedAimingInTheAir(): any;
942
+ /**
943
+ * param3: duration in ms, use -1 to look forever
944
+ * param4: using 2048 is fine
945
+ * param5: using 3 is fine
946
+ *
947
+ * @param lookAtTarget
948
+ * @param duration
949
+ * @param p3
950
+ * @param p4
951
+ * @param p5
952
+ */
953
+ lookAtEntity(lookAtTarget: Entity, duration: number, p3: number, p4: number, p5: number): void;
954
+ /**
955
+ * @param taskIndex
956
+ * @returns
957
+ */
958
+ getIsTaskActive(taskIndex: number): boolean;
959
+ /**
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
+ * @returns
964
+ */
965
+ getTaskMoveNetworkId(): string | number;
966
+ /**
967
+ * @param p1
968
+ * @param p2
969
+ * @param p3
970
+ * @param p4
971
+ * @param p5
972
+ * @param p6
973
+ */
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;
982
+ /**
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
992
+ */
993
+ react(reactingTo: Entity, pos: Vector3, reactionName: string | null, p6: number, p7: number, p8: number): void;
994
+ /**
995
+ * @param p1
996
+ * @param p2
997
+ * @param p3
998
+ * @param p4
999
+ * @param p5
1000
+ * @param p6
1001
+ * @param p7
1002
+ */
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;
1029
+ /**
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
+ * @param targetPed
1033
+ * @param grappleStyle
1034
+ * @param p3
1035
+ * @param p4
1036
+ * @param p5
1037
+ * @param p6
1038
+ * @returns
1039
+ */
1040
+ grapple(targetPed: Ped, grappleStyle: string | number, p3: number, p4: number, p5: number, p6: number): any;
1041
+ /**
1042
+ * @param ped1
1043
+ * @param waypointRecording
1044
+ * @param p3
1045
+ * @param p4
1046
+ * @param p5
1047
+ * @param p6
1048
+ * @param p7
1049
+ * @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
1060
+ * @param p10
1061
+ * @param p11
1062
+ * @param p12
1063
+ */
1064
+ goToCoordAnyMeansExtraParams(pos: Vector3, speed: number, p5: any, p6: boolean, walkingStyle: number, p8: number, p9: any, p10: any, p11: any, p12: any): void;
1065
+ /**
1066
+ * @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
1076
+ */
1077
+ putPedDirectlyIntoCover(pos: Vector3, timeout: number, p5: boolean, p6: number, p7: any, p8: any, coverpoint: number, p10: boolean, p11: boolean, p12: any): void;
1078
+ /**
1079
+ * @param p1
1080
+ * @param p2
1081
+ * @param p3
1082
+ * @param p4
1083
+ * @param p5
1084
+ * @param p6
1085
+ * @param p7
1086
+ * @param p8
1087
+ * @param p9
1088
+ * @param p10
1089
+ * @param p11
1090
+ * @param p12
1091
+ * @param p13
1092
+ * @param p14
1093
+ */
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;
1116
+ /**
1117
+ * @param p1
1118
+ * @param p2
1119
+ * @param p3
1120
+ * @param p4
1121
+ */
1122
+ aimAtEntity(p1: any, p2: any, p3: any, p4: any): void;
1123
+ /**
1124
+ * @param targetPed
1125
+ * @param p2
1126
+ * @param p3
1127
+ */
1128
+ combatPedTimed(targetPed: Ped, p2: number, p3: any): void;
1129
+ /**
1130
+ * @param p1
1131
+ * @param p2
1132
+ * @param p3
1133
+ */
1134
+ throwProjectile(p1: any, p2: any, p3: any): void;
1135
+ /**
1136
+ * @param pos
1137
+ * @param heading
1138
+ * @param p5
1139
+ */
1140
+ pedSlideToCoord(pos: Vector3, heading: number, p5: number): void;
1141
+ /**
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
1143
+ *
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
1159
+ */
1160
+ setPedIgnoreDeadBodies(toggle: boolean): void;
1161
+ /**
1162
+ * @param p1
1163
+ * @param p2
1164
+ * @param p3
1165
+ * @param p4
1166
+ * @param p5
1167
+ * @param p6
1168
+ * @param p7
1169
+ */
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;
1181
+ /**
1182
+ * @param pos
1183
+ * @param distance
1184
+ * @param p5
1185
+ * @param p6
1186
+ * @param p7
1187
+ * @param p8
1188
+ */
1189
+ useNearestScenarioChainToCoordWarp(pos: Vector3, distance: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
1190
+ /**
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
1196
+ */
1197
+ getSequenceProgress(): number;
1198
+ /**
1199
+ * @returns
1200
+ */
1201
+ waypointPlaybackGetIsAiming(): any;
1202
+ /**
1203
+ * @param signalName
1204
+ * @param value
1205
+ */
1206
+ setTaskMoveNetworkSignalFloat(signalName: string | null, value: number): void;
1207
+ /**
1208
+ * @param taskSequenceId
1209
+ */
1210
+ performSequence(taskSequenceId: number): void;
1211
+ /**
1212
+ * @param p1
1213
+ * @param p2
1214
+ * @param p3
1215
+ */
1216
+ moveInTraffic(p1: any, p2: any, p3: any): void;
1217
+ /**
1218
+ * @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
1237
+ */
1238
+ playEmote(emoteType: number, playbackMode: number, emote: string | number, isSecondaryTask: boolean, canBreakOut: boolean, disableEarlyOutAnimTag: boolean, ignoreInvalidMainTask: boolean, destroyProps: boolean): void;
1239
+ /**
1240
+ * @param boat
1241
+ * @param p2
1242
+ * @param p3
1243
+ * @param pos
1244
+ * @param p7
1245
+ * @param maxSpeed
1246
+ * @param drivingStyle
1247
+ * @param p10
1248
+ * @param p11
1249
+ */
1250
+ boatMission(boat: Vehicle, p2: any, p3: any, pos: Vector3, p7: any, maxSpeed: number, drivingStyle: number, p10: number, p11: any): void;
1251
+ /**
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`.
1255
+ */
1256
+ setIntimidatedFacingAngle(useLimits: boolean, minAngle: number, maxAngle: number): void;
1257
+ /**
1258
+ * @param targetPed
1259
+ * @param p2
1260
+ */
1261
+ animalFlee(targetPed: Ped, p2: any): void;
1262
+ /**
1263
+ * @returns
1264
+ */
1265
+ isPedCuffed(): boolean;
1266
+ /**
1267
+ * @param avoidWater
1268
+ * @param p2
1269
+ */
1270
+ setPedPathPreferToAvoidWater(avoidWater: boolean, p2: number): void;
1271
+ /**
1272
+ * @param p1
1273
+ * @param p2
1274
+ * @param p3
1275
+ * @param p4
1276
+ * @param p5
1277
+ */
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;
1285
+ /**
1286
+ * @returns
1287
+ */
1288
+ getPedDesiredMoveBlendRatio(): number;
1289
+ N_0xDF94844D474F31E5(): void;
1290
+ /**
1291
+ * @param p1
1292
+ * @param p2
1293
+ * @param p3
1294
+ * @param p4
1295
+ * @param p5
1296
+ * @param p6
1297
+ * @param p7
1298
+ * @param p8
1299
+ */
1300
+ seekCoverToCoverPoint(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
1301
+ /**
1302
+ * @param fleeFromTarget
1303
+ */
1304
+ flyAway(fleeFromTarget: Ped): void;
1305
+ /**
1306
+ * @param p1
1307
+ * @param p2
1308
+ * @param p3
1309
+ */
1310
+ guardCurrentPosition(p1: number, p2: number, p3: boolean): void;
1311
+ /**
1312
+ * @param modifier
1313
+ */
1314
+ setPedPathFoliageCostModifier(modifier: number): void;
1315
+ /**
1316
+ * @param preferHorseWalkable
1317
+ * @param p2
1318
+ */
1319
+ setPedPathPreferHorseWalkable(preferHorseWalkable: boolean, p2: number): void;
1320
+ clearPedSecondaryTask(): void;
1321
+ /**
1322
+ * Not implemented.
1323
+ *
1324
+ * @param maxCruiseSpeed
1325
+ */
1326
+ setDriveTaskMaxCruiseSpeed(maxCruiseSpeed: number): void;
1327
+ /**
1328
+ * Params: p4 either 0.2f, 0.25f, 0.31f, 0.4f
1329
+ *
1330
+ * @param p1
1331
+ * @param p2
1332
+ * @param entity
1333
+ * @param p4
1334
+ * @param p5
1335
+ * @param vPosOpponentX
1336
+ * @param vPosOpponentY
1337
+ * @param vPosOpponentZ
1338
+ * @param fOpponentHead
1339
+ * @param p10
1340
+ */
1341
+ duel(p1: any, p2: number, entity: Entity, p4: number, p5: number, vPosOpponentX: number, vPosOpponentY: number, vPosOpponentZ: number, fOpponentHead: number, p10: number): void;
1342
+ /**
1343
+ * @param vehicle
1344
+ * @param waypointRecording
1345
+ * @param drivingMode
1346
+ * @param p4
1347
+ * @param eWaypoint
1348
+ * @param flag
1349
+ * @param p7
1350
+ * @param p8
1351
+ * @param stoppingDist
1352
+ * @param p10
1353
+ */
1354
+ vehicleFollowWaypointRecording(vehicle: Vehicle, waypointRecording: string | null, drivingMode: number, p4: any, eWaypoint: number, flag: number, p7: number, p8: boolean, stoppingDist: number, p10: any): void;
1355
+ /**
1356
+ * @param p1
1357
+ * @param p2
1358
+ * @param p3
1359
+ * @param p4
1360
+ * @param p5
1361
+ * @param p6
1362
+ * @param p7
1363
+ */
1364
+ followEntityWhileAimingAtEntity(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any): void;
1365
+ /**
1366
+ * @param p1
1367
+ * @param p2
1368
+ * @param p3
1369
+ * @param p4
1370
+ * @param p5
1371
+ * @param p6
1372
+ * @param p7
1373
+ * @param p8
1374
+ */
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;
1382
+ /**
1383
+ * @param p1
1384
+ * @param p2
1385
+ * @param p3
1386
+ */
1387
+ setStealthMovement(p1: boolean, p2: any, p3: boolean): void;
1388
+ /**
1389
+ * @param moveNetworkDefName
1390
+ * @param pos
1391
+ * @param rot
1392
+ * @param p9
1393
+ * @param p10
1394
+ * @param p11
1395
+ * @param p12
1396
+ * @param flag
1397
+ * @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
1420
+ */
1421
+ setPedPathCanDropFromHeight(toggle: boolean): void;
1422
+ /**
1423
+ * @param targetPed
1424
+ * @param targetVehicle
1425
+ * @param targetPos
1426
+ * @param distanceToShoot
1427
+ * @param pedAccuracy
1428
+ * @param p8
1429
+ * @param firingPattern
1430
+ */
1431
+ driveBy(targetPed: Ped, targetVehicle: Vehicle, targetPos: Vector3, distanceToShoot: number, pedAccuracy: number, p8: boolean, firingPattern: string | number): void;
1432
+ /**
1433
+ * @param p1
1434
+ * @param p2
1435
+ */
1436
+ endDuel(p1: boolean, p2: number): void;
1437
+ /**
1438
+ * @param pos
1439
+ * @param distance
1440
+ * @param duration
1441
+ * @param p6
1442
+ * @param p7
1443
+ * @param p8
1444
+ * @param p9
1445
+ */
1446
+ useNearestScenarioToCoord(pos: Vector3, distance: number, duration: number, p6: boolean, p7: boolean, p8: boolean, p9: boolean): void;
1447
+ /**
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
1450
+ *
1451
+ * @param vehicle
1452
+ * @param pos
1453
+ * @param speed
1454
+ * @param style
1455
+ * @param vehicleModel
1456
+ * @param drivingMode
1457
+ * @param stopRange
1458
+ * @param straightLineDist
1459
+ */
1460
+ vehicleDriveToCoord(vehicle: Vehicle, pos: Vector3, speed: number, style: any, vehicleModel: string | number, drivingMode: number, stopRange: number, straightLineDist: number): void;
1461
+ /**
1462
+ * @param p1
1463
+ * @param p2
1464
+ * @param p3
1465
+ * @param p4
1466
+ * @param p5
1467
+ * @param p6
1468
+ */
1469
+ flyingCircle(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any): void;
1470
+ /**
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
1487
+ */
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;
1489
+ /**
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
1503
+ */
1504
+ startScenarioInPlaceHash(scenarioHash: string | number, duration: number, playEnterAnim: boolean, conditionalHash: string | number, heading: number, p6: boolean): void;
1505
+ /**
1506
+ * https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_ANIMAL_INTERACTION
1507
+ *
1508
+ * @param targetPed
1509
+ * @param interactionType
1510
+ * @param interactionModel
1511
+ * @param skipIdleAnimationClip
1512
+ */
1513
+ animalInteraction(targetPed: Ped, interactionType: string | number, interactionModel: string | number, skipIdleAnimationClip: boolean): void;
1514
+ /**
1515
+ * @param p1
1516
+ */
1517
+ N_0x28EF780BDEA8A639(p1: number): void;
1518
+ hogtieable(): void;
1519
+ /**
1520
+ * @param preferAvoidFoliage
1521
+ * @param p2
1522
+ */
1523
+ setPedPathPreferToAvoidFoliage(preferAvoidFoliage: boolean, p2: number): void;
1524
+ /**
1525
+ * @param target
1526
+ */
1527
+ vehicleAimAtPed(target: Ped): void;
1528
+ /**
1529
+ * @param pos
1530
+ * @param p4
1531
+ * @param p5
1532
+ */
1533
+ lootNearestEntity(pos: Vector3, p4: number, p5: number): void;
1534
+ /**
1535
+ * @param toggle
1536
+ */
1537
+ setPedPathCanUseClimbovers(toggle: boolean): void;
1538
+ /**
1539
+ * @param p1
1540
+ * @returns
1541
+ */
1542
+ getScenarioPointPedIsUsing(p1: boolean): number;
1543
+ /**
1544
+ * https://github.com/femga/rdr3_discoveries/blob/master/AI/EVENTS/aud_ped_whistle_types.lua
1545
+ * p2: UNSPECIFIED
1546
+ *
1547
+ * @param audPedWhistleType
1548
+ * @param p2
1549
+ */
1550
+ whistleAnim(audPedWhistleType: string | number, p2: string | number): void;
1551
+ /**
1552
+ * @param cruiseSpeed
1553
+ */
1554
+ setDriveTaskCruiseSpeed(cruiseSpeed: number): void;
1555
+ /**
1556
+ * @param p1
1557
+ * @param p2
1558
+ * @param p3
1559
+ * @param p4
1560
+ * @param p5
1561
+ * @param p6
1562
+ */
1563
+ moveBeInFormation(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any): void;
1564
+ /**
1565
+ * @returns
1566
+ */
1567
+ isPedDuelling(): any;
1568
+ /**
1569
+ * @param signalName
1570
+ * @param pos
1571
+ */
1572
+ setTaskMoveNetworkSignalVector(signalName: string | null, pos: Vector3): void;
1573
+ /**
1574
+ * Makes the specified ped flee the specified distance from the specified position.
1575
+ *
1576
+ * @param pos
1577
+ * @param distance
1578
+ * @param time
1579
+ * @param fleeType Refer to [enum: eFleeStyle]
1580
+ * @param fleeSpeed
1581
+ */
1582
+ smartFleeCoord(pos: Vector3, distance: number, time: number, fleeType: number, fleeSpeed: number): void;
1583
+ /**
1584
+ * @returns
1585
+ */
1586
+ N_0xFDECCA06E8B81346(): any;
1587
+ /**
1588
+ * @param pos
1589
+ * @param heading
1590
+ * @param scenarioName
1591
+ */
1592
+ standGuard(pos: Vector3, heading: number, scenarioName: string | null): void;
1593
+ /**
1594
+ * @param vehicle
1595
+ * @param targetVehicle
1596
+ * @param mode
1597
+ * @param speed
1598
+ * @param drivingStyle
1599
+ * @param minDistance
1600
+ * @param p7
1601
+ * @param noRoadsDistance
1602
+ */
1603
+ vehicleEscort(vehicle: Vehicle, targetVehicle: Vehicle, mode: number, speed: number, drivingStyle: number, minDistance: number, p7: number, noRoadsDistance: number): void;
1604
+ /**
1605
+ * @param ped2
1606
+ * @param entity
1607
+ */
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;
1615
+ /**
1616
+ * @param p1
1617
+ * @param p2
1618
+ */
1619
+ eat(p1: any, p2: any): void;
1620
+ N_0x88FD60D846D9CD63(): void;
1621
+ /**
1622
+ * @param p1
1623
+ * @param p2
1624
+ * @param p3
1625
+ * @param p4
1626
+ * @param p5
1627
+ * @param p6
1628
+ * @param p7
1629
+ * @param p8
1630
+ * @param p9
1631
+ * @param p10
1632
+ * @param p11
1633
+ * @param p12
1634
+ * @param p13
1635
+ * @param p14
1636
+ */
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;
1638
+ /**
1639
+ * @param toggle
1640
+ */
1641
+ setBlockingOfNonTemporaryEvents(toggle: boolean): void;
1642
+ /**
1643
+ * @param p1
1644
+ * @param p2
1645
+ * @param p3
1646
+ * @param p4
1647
+ * @param p5
1648
+ * @param p6
1649
+ * @param p7
1650
+ * @param p8
1651
+ */
1652
+ vehicleDriveToCoord2(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
1653
+ stopLeadingHorse(): void;
1654
+ /**
1655
+ * @param p1
1656
+ */
1657
+ setPedClearAimingInTheAir(p1: any): void;
1658
+ /**
1659
+ * @returns
1660
+ */
1661
+ pedIsInScenarioBase(): any;
1662
+ /**
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
1675
+ */
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;
1677
+ /**
1678
+ * @param targetPed
1679
+ * @param p2
1680
+ * @param p3
1681
+ * @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
+ */
1704
+ placeCarriedEntityAtCoord(entity: Entity, pos: Vector3, p5: number, flags: number): void;
1705
+ /**
1706
+ * Params: moveBlendRatio commonly 1.25f, p5 is always 0 in R* Scripts
1707
+ *
1708
+ * @param moveBlendRatio
1709
+ * @param pos
1710
+ * @param p5
1711
+ */
1712
+ moveFollowRoadUsingNavmesh(moveBlendRatio: number, pos: Vector3, p5: any): void;
1713
+ /**
1714
+ * @returns
1715
+ */
1716
+ getPedWaypointProgress(): number;
1717
+ /**
1718
+ * @param targetPed
1719
+ * @param targetVehicle
1720
+ * @param pos
1721
+ */
1722
+ setDrivebyTaskTarget(targetPed: Ped, targetVehicle: Vehicle, pos: Vector3): void;
1723
+ /**
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
1726
+ *
1727
+ * @param itemInteractionState
1728
+ * @param p2
1729
+ */
1730
+ setItemInteractionState(itemInteractionState: string | number, p2: number): void;
1731
+ /**
1732
+ * @param pos
1733
+ * @param speed
1734
+ * @param entity
1735
+ * @param p6
1736
+ * @param walkingStyle
1737
+ * @param p8
1738
+ */
1739
+ goToCoordAnyMeans(pos: Vector3, speed: number, entity: Entity, p6: boolean, walkingStyle: number, p8: number): void;
1740
+ /**
1741
+ * @param propNameGxt
1742
+ * @param prop
1743
+ * @param propId
1744
+ * @param itemInteractionState
1745
+ * @param p5
1746
+ * @param p6
1747
+ * @param p7
1748
+ */
1749
+ itemInteraction2(propNameGxt: string | number, prop: Prop, propId: string | number, itemInteractionState: string | number, p5: number, p6: any, p7: number): void;
1750
+ emotePlayAction(): void;
1751
+ /**
1752
+ * @param p1
1753
+ * @param p2
1754
+ * @param p3
1755
+ */
1756
+ wanderAndConverseWithPed(p1: any, p2: any, p3: any): void;
1757
+ /**
1758
+ * @param p1
1759
+ * @param p2
1760
+ * @param p3
1761
+ * @param p4
1762
+ */
1763
+ animalUnalerted(p1: any, p2: any, p3: any, p4: any): void;
1764
+ /**
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
1775
+ */
1776
+ vehicleMissionPedTarget(vehicle: Vehicle, pedTarget: Ped, mode: number, maxSpeed: number, drivingStyle: number, minDistance: number, p7: number, DriveAgainstTraffic: boolean): void;
1777
+ /**
1778
+ * @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
1795
+ */
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;
1797
+ /**
1798
+ * @param vehicle
1799
+ * @param p2
1800
+ * @param p3
1801
+ * @param p4
1802
+ * @param p5
1803
+ */
1804
+ boardVehicle(vehicle: Vehicle, p2: any, p3: any, p4: any, p5: any): void;
1805
+ /**
1806
+ * @param pos
1807
+ * @param fromPos
1808
+ * @param timeout
1809
+ * @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
+ */
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;
1821
+ /**
1822
+ * @param horse
1823
+ */
1824
+ leadHorse(horse: Ped): void;
1825
+ /**
1826
+ * @param p1
1827
+ * @param p2
1828
+ * @param p3
1829
+ * @param p4
1830
+ * @param p5
1831
+ * @param p6
1832
+ * @param p7
1833
+ * @param p8
1834
+ * @param p9
1835
+ * @param p10
1836
+ */
1837
+ seekCoverToCoords(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any): void;
1838
+ /**
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)
1846
+ *
1847
+ * @param animScene
1848
+ * @param entityName
1849
+ * @param playbackListName
1850
+ * @param enterSpeed
1851
+ * @param bAutoStart
1852
+ * @param flag
1853
+ * @param p7
1854
+ * @param p8
1855
+ */
1856
+ enterAnimScene(animScene: AnimScene, entityName: string | null, playbackListName: string | null, enterSpeed: number, bAutoStart: boolean, flag: number, p7: number, p8: number): void;
1857
+ /**
1858
+ * @param p1
1859
+ * @param p2
1860
+ * @param p3
1861
+ * @param p4
1862
+ * @param p5
1863
+ */
1864
+ followPointRoute(p1: any, p2: any, p3: any, p4: any, p5: any): void;
1865
+ /**
1866
+ * @param mayEnterDeepWater
1867
+ */
1868
+ setPedPathMayEnterDeepWater(mayEnterDeepWater: boolean): void;
1869
+ /**
1870
+ * @param p1
1871
+ */
1872
+ N_0x9050DF2C53801208(p1: number): void;
1873
+ /**
1874
+ * This native checks if a ped is on the ground, in pain from a (gunshot) wound.
1875
+ *
1876
+ * @returns
1877
+ */
1878
+ isPedInWrithe(): boolean;
1879
+ /**
1880
+ * @param p1
1881
+ * @param p2
1882
+ * @param p3
1883
+ * @param flags
1884
+ */
1885
+ boardVehicle2(p1: any, p2: any, p3: number, flags: number): void;
1886
+ /**
1887
+ * *SET_PED**
1888
+ *
1889
+ * @param p1
1890
+ * @param p2
1891
+ */
1892
+ N_0x41D1331AFAD5A091(p1: number, p2: any): void;
1893
+ /**
1894
+ * @returns
1895
+ */
1896
+ isPedArrestingAnyPed(): any;
1897
+ /**
1898
+ * @returns
1899
+ */
1900
+ waypointPlaybackGetIsPaused(): boolean;
1901
+ /**
1902
+ * @param p1
1903
+ * @returns
1904
+ */
1905
+ isPedScenarioReactLooking(p1: boolean): any;
1906
+ /**
1907
+ * @returns args
1908
+ */
1909
+ shootWithWeapon(): number;
1910
+ N_0x22CDBF317C40A122(): void;
1911
+ /**
1912
+ * @returns
1913
+ */
1914
+ getPedWaypointDistance(): number;
1915
+ /**
1916
+ * @param mayEnterWater
1917
+ */
1918
+ setPedPathMayEnterWater(mayEnterWater: boolean): void;
1919
+ /**
1920
+ * Makes the ped ragdoll like when falling from a great height
1921
+ *
1922
+ * @param p1
1923
+ * @param p2
1924
+ * @param p3
1925
+ */
1926
+ setHighFallTask(p1: number, p2: number, p3: number): void;
1927
+ /**
1928
+ * @param p1
1929
+ */
1930
+ setPedDesiredMoveBlendRatio(p1: number): void;
1931
+ /**
1932
+ * @param patrolRoute
1933
+ * @param p2
1934
+ * @param p3
1935
+ * @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
+ * @param p5
1946
+ * @param p6
1947
+ */
1948
+ flyToCoord(travelMbr: number, pos: Vector3, p5: boolean, p6: boolean): void;
1949
+ /**
1950
+ * @param vehicle
1951
+ * @param flags Refer to [enum: eEnterExitVehicleFlags]
1952
+ * @param unkPed
1953
+ */
1954
+ leaveVehicle(vehicle: Vehicle, flags: number, unkPed: Ped): void;
1955
+ /**
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
1957
+ *
1958
+ * @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
1972
+ */
1973
+ animalBleedOut(killer: Ped, p2: boolean, weaponHash: eWeaponHash, p4: number, p5: number): void;
1974
+ /**
1975
+ * @param p1
1976
+ * @param p2
1977
+ * @param p3
1978
+ * @param p4
1979
+ * @param p5
1980
+ * @param p6
1981
+ * @param p7
1982
+ * @param p8
1983
+ * @param p9
1984
+ */
1985
+ gotoEntityOffsetXyzAiming(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any): void;
1986
+ /**
1987
+ * @param entity
1988
+ * @param p2
1989
+ * @param p3
1990
+ * @param p4
1991
+ * @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
+ */
1999
+ playAnimOnRunningScenario(animDict: string | null, animName: string | null): void;
2000
+ /**
2001
+ * @param ped2
2002
+ * @param p2
2003
+ * @param p3
2004
+ * @param p4
2005
+ * @param p5
2006
+ * @param p6
2007
+ * @param p7
2008
+ */
2009
+ useScenarioPoint2(ped2: Ped, p2: any, p3: string | null, p4: number, p5: string | number, p6: number, p7: boolean): void;
2010
+ /**
2011
+ * @param barkAtTarget
2012
+ * @param mood
2013
+ */
2014
+ bark(barkAtTarget: Ped, mood: string | number): void;
2015
+ /**
2016
+ * @returns
2017
+ */
2018
+ getTaskMoveNetworkState(): string | null;
2019
+ /**
2020
+ * @param vehicle
2021
+ * @param timeout
2022
+ * @param seat
2023
+ * @param speed
2024
+ * @param flag Refer to [enum: eEnterExitVehicleFlags]
2025
+ * @param p6
2026
+ */
2027
+ enterVehicle(vehicle: Vehicle, timeout: number, seat: number, speed: number, flag: number, p6: any): void;
2028
+ /**
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
2062
+ */
2063
+ vehicleTempAction(vehicle: Vehicle, action: number, time: number): void;
2064
+ /**
2065
+ * @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
2077
+ */
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;
2079
+ /**
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
2090
+ *
2091
+ * @param taskHash
2092
+ * @param p2
2093
+ * @returns
2094
+ */
2095
+ getScriptTaskStatus(taskHash: string | number, p2: boolean): number;
2096
+ /**
2097
+ * @returns
2098
+ */
2099
+ getScenarioPointTypePedIsUsing(): number;
2100
+ /**
2101
+ * Takes scenario point handle instead of hash
2102
+ *
2103
+ * @param p1
2104
+ * @param p2
2105
+ * @param p3
2106
+ * @param p4
2107
+ * @param p5
2108
+ * @param p6
2109
+ */
2110
+ startScenarioInPlace2(p1: any, p2: string | null, p3: number, p4: boolean, p5: number, p6: boolean): void;
2111
+ /**
2112
+ * @param duration
2113
+ * @param pedToCowerFrom
2114
+ * @param p3
2115
+ */
2116
+ cower(duration: number, pedToCowerFrom: Ped, p3: string | null): void;
2117
+ /**
2118
+ * @param unused
2119
+ */
2120
+ reloadWeapon(unused: boolean): void;
2121
+ /**
2122
+ * @param targetPed
2123
+ */
2124
+ lassoPed(targetPed: Ped): void;
2125
+ /**
2126
+ * @param volume
2127
+ * @param p2
2128
+ * @param p3
2129
+ * @param p4
2130
+ */
2131
+ wanderInVolume(volume: Volume, p2: number, p3: number, p4: number): void;
2132
+ /**
2133
+ * This function is hard-coded to always return false.
2134
+ *
2135
+ * @returns
2136
+ */
2137
+ isPedBeingArrested(): boolean;
2138
+ /**
2139
+ * @param p1
2140
+ */
2141
+ companionAmbient(p1: any): void;
2142
+ /**
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
+ * @param pos
2147
+ * @param fleeStyle
2148
+ * @param p5
2149
+ * @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.
2160
+ */
2161
+ isPedBeingLead(): boolean;
2162
+ /**
2163
+ * @param entity
2164
+ * @param p2
2165
+ * @param p3
2166
+ * @param p4
2167
+ */
2168
+ seekClearLosToEntity(entity: Entity, p2: number, p3: number, p4: number): void;
2169
+ /**
2170
+ * @param pos
2171
+ * @param p4
2172
+ */
2173
+ vehicleShootAtCoord(pos: Vector3, p4: number): void;
2174
+ /**
2175
+ * @param p1
2176
+ * @returns
2177
+ */
2178
+ isPedExitingScenario(p1: boolean): any;
2179
+ /**
2180
+ * https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_HORSE_ACTION
2181
+ * Params: p2, p3 are set to 0 in R* Scripts
2182
+ *
2183
+ * @param action
2184
+ * @param targetPed
2185
+ * @param p3
2186
+ */
2187
+ horseAction(action: number, targetPed: Ped, p3: any): void;
2188
+ /**
2189
+ * @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
2197
+ */
2198
+ reactLookAt(targetPed: Ped, lookIntensity: number, exitAnimation: number, duration: number, p5: number, targetPed2: Ped, p7: any, p8: any): void;
2199
+ /**
2200
+ * @param vehicle
2201
+ * @param speed
2202
+ * @param drivingStyle
2203
+ */
2204
+ vehicleDriveWander(vehicle: Vehicle, speed: number, drivingStyle: number): void;
2205
+ /**
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
2211
+ * @param p3
2212
+ * @param flag
2213
+ * @param p5
2214
+ */
2215
+ startTaskItemInteraction(itemHash: string | number, interactionAnimHash: string | number, p3: number, flag: number, p5: number): void;
2216
+ /**
2217
+ * Despite its name, it only attacks ONE hated target. The one closest hated target.
2218
+ *
2219
+ * @param radius
2220
+ * @param flags
2221
+ * @param p3
2222
+ */
2223
+ combatHatedTargetsAroundPed(radius: number, flags: number, p3: any): void;
2224
+ /**
2225
+ * @param p1
2226
+ * @param p2
2227
+ */
2228
+ animalAlerted(p1: any, p2: any): void;
2229
+ /**
2230
+ * @param pos
2231
+ * @param radius
2232
+ * @param p5
2233
+ * @param p6
2234
+ * @param p7
2235
+ */
2236
+ wanderInArea(pos: Vector3, radius: number, p5: number, p6: number, p7: number): void;
2237
+ /**
2238
+ * _SET_PED_PATH_P*
2239
+ *
2240
+ * @param modifier
2241
+ */
2242
+ setPedPathLadderCostModifier(modifier: number): void;
2243
+ /**
2244
+ * @param targetPed
2245
+ * @param p2
2246
+ */
2247
+ cutFreeHogtiedTargetPed2(targetPed: Ped, p2: number): void;
2248
+ /**
2249
+ * @param p1
2250
+ * @param p2
2251
+ * @param p3
2252
+ * @param p4
2253
+ * @param p5
2254
+ * @param p6
2255
+ * @param p7
2256
+ * @param p8
2257
+ * @param p9
2258
+ * @param p10
2259
+ * @param p11
2260
+ * @param p12
2261
+ * @param p13
2262
+ * @param p14
2263
+ * @param p15
2264
+ */
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;
2266
+ /**
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
2274
+ */
2275
+ dismountAnimal(taskFlag: number, p2: any, p3: any, p4: any, targetPed: Ped): void;
2276
+ /**
2277
+ * @returns
2278
+ */
2279
+ pedHasUseScenarioTask(): boolean;
2280
+ /**
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
2287
+ */
2288
+ achieveHeading(heading: number, timeout: number): void;
2289
+ /**
2290
+ * @returns
2291
+ */
2292
+ isPedStill(): boolean;
2293
+ /**
2294
+ * @param scenario
2295
+ * @returns
2296
+ */
2297
+ isPedActiveInScenario(scenario: number): boolean;
2298
+ /**
2299
+ * @param p1
2300
+ * @param p2
2301
+ * @param p3
2302
+ */
2303
+ waypointPlaybackResume(p1: boolean, p2: number, p3: number): void;
2304
+ /**
2305
+ * @param p1
2306
+ * @param p2
2307
+ * @param p3
2308
+ * @param p4
2309
+ * @param p5
2310
+ * @param p6
2311
+ */
2312
+ aimAtCoord(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any): void;
2313
+ /**
2314
+ * @param task
2315
+ * @param multiplier
2316
+ * @param p3
2317
+ * @param animDict
2318
+ * @param flags
2319
+ */
2320
+ moveNetworkByName(task: string | null, multiplier: number, p3: boolean, animDict: string | null, flags: number): void;
2321
+ /**
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
2327
+ */
2328
+ N_0x678D3226CF70B9C8(p1: boolean): Prop | null;
2329
+ /**
2330
+ * @param waypointRecording
2331
+ * @param p2
2332
+ * @param p3
2333
+ * @param p4
2334
+ * @param p5
2335
+ * @param p6
2336
+ */
2337
+ followWaypointRecordingAtOffset(waypointRecording: string | null, p2: number, p3: number, p4: number, p5: number, p6: boolean): void;
2338
+ /**
2339
+ * @param fromPed
2340
+ * @param duration
2341
+ * @param p3
2342
+ * @param p4
2343
+ * @param p5
2344
+ */
2345
+ seekCoverFromPed(fromPed: Ped, duration: number, p3: any, p4: any, p5: any): void;
2346
+ /**
2347
+ * @returns
2348
+ */
2349
+ getRansackScenarioPointPedIsUsing(): any;
2350
+ emoteOutro(): void;
2351
+ /**
2352
+ * @param task
2353
+ * @returns
2354
+ */
2355
+ getScriptTaskActionTime(task: string | number): number;
2356
+ /**
2357
+ * @param p1
2358
+ * @returns
2359
+ */
2360
+ isEmoteTaskRunning(p1: any): boolean;
2361
+ /**
2362
+ * @returns args
2363
+ */
2364
+ followPavementToCoord(): number;
2365
+ /**
2366
+ * @returns
2367
+ */
2368
+ isTaskMoveNetworkActive(): boolean;
2369
+ /**
2370
+ * @param pos
2371
+ * @param p4
2372
+ */
2373
+ addFleeTargetCoords(pos: Vector3, p4: number): void;
2374
+ /**
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
2381
+ */
2382
+ getItemInteractionEntityFromPed(item: string | number): Entity | null;
2383
+ /**
2384
+ * @param entity
2385
+ */
2386
+ lootEntity(entity: Entity): void;
2387
+ /**
2388
+ * Params: p2: AR_TAKEDOWN_FRONT, AR_EXECUTION_FRONT, 0 in R* Scripts
2389
+ *
2390
+ * @param targetPed
2391
+ * @param p2
2392
+ * @param p3
2393
+ * @param p4
2394
+ * @param p5
2395
+ * @param p6
2396
+ * @param p7
2397
+ * @returns
2398
+ */
2399
+ melee(targetPed: Ped, p2: string | number, p3: any, p4: any, p5: number, p6: any, p7: number): any;
2400
+ /**
2401
+ * @param p1
2402
+ * @param p2
2403
+ * @param p3
2404
+ * @param p4
2405
+ * @param p5
2406
+ * @param p6
2407
+ * @param p7
2408
+ * @param p8
2409
+ */
2410
+ leadAndConverse(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
2411
+ /**
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
2414
+ *
2415
+ * @param p1
2416
+ * @param clipset
2417
+ * @returns
2418
+ */
2419
+ setEnhancedBreakFree(p1: boolean, clipset: string | null): any;
2420
+ /**
2421
+ * @returns args
2422
+ */
2423
+ scriptedAnimation(): number;
2424
+ /**
2425
+ * @param p1
2426
+ */
2427
+ N_0x8B1FDF63C3193EDA(p1: number): void;
2428
+ /**
2429
+ * @param target
2430
+ * @param p2
2431
+ */
2432
+ vehicleShootAtPed(target: Ped, p2: number): void;
2433
+ /**
2434
+ * motionStateHash: see FORCE_PED_MOTION_STATE
2435
+ *
2436
+ * @param motionStateHash
2437
+ * @param p2
2438
+ */
2439
+ forceMotionState(motionStateHash: string | number, p2: boolean): void;
2440
+ /**
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
2442
+ *
2443
+ * @param targetEntity
2444
+ * @param duration
2445
+ * @param p3
2446
+ * @param p4
2447
+ * @param p5
2448
+ */
2449
+ turnPedToFaceEntity(targetEntity: Entity, duration: number, p3: number, p4: number, p5: number): void;
2450
+ /**
2451
+ * @param entity
2452
+ * @param p2
2453
+ * @param pos
2454
+ * @param duration
2455
+ */
2456
+ gotoEntityOffset(entity: Entity, p2: any, pos: Vector3, duration: number): void;
2457
+ /**
2458
+ * @param pos
2459
+ * @param duration
2460
+ * @param p5
2461
+ * @param p6
2462
+ * @param p7
2463
+ */
2464
+ seekCoverFromPos(pos: Vector3, duration: number, p5: any, p6: any, p7: any): void;
2465
+ /**
2466
+ * @param p1
2467
+ * @param p2
2468
+ * @param p3
2469
+ * @param p4
2470
+ */
2471
+ moveInTrafficAwayFromEntity(p1: any, p2: any, p3: any, p4: any): void;
2472
+ /**
2473
+ * @param pos
2474
+ */
2475
+ vehicleAimAtCoord(pos: Vector3): void;
2476
+ /**
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
2485
+ */
2486
+ followNavMeshToCoord(pos: Vector3, speedMultiplier: number, timeout: number, stoppingRange: number, flags: number, heading: number): void;
2487
+ /**
2488
+ * Despite its name, it only attacks ONE hated target. The one closest to the specified position.
2489
+ *
2490
+ * @param pos
2491
+ * @param radius
2492
+ * @param flags
2493
+ * @param p6
2494
+ */
2495
+ combatHatedTargetsInArea(pos: Vector3, radius: number, flags: number, p6: any): void;
2496
+ /**
2497
+ * Params: p2 is always -1.f in R* Scripts
2498
+ *
2499
+ * @param targetPed
2500
+ * @param p2
2501
+ */
2502
+ addFleeTargetPed(targetPed: Ped, p2: number): void;
2503
+ /**
2504
+ * Params: p2 is returned by BUILTIN::SHIFT_LEFT
2505
+ *
2506
+ * @param ped2
2507
+ * @param p2
2508
+ */
2509
+ evasiveAnim(ped2: Ped, p2: number): void;
2510
+ /**
2511
+ * @param p1
2512
+ * @param p2
2513
+ * @param p3
2514
+ */
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;
2521
+ /**
2522
+ * flags: 67108864, 2097152, 524564, 524675 (eDrivingFlags)
2523
+ * p7 = 6 or 3
2524
+ * p8 = x coordinate
2525
+ * p9 - 8.f
2526
+ * p10 = false
2527
+ *
2528
+ * @param vehicle
2529
+ * @param pos
2530
+ * @param speed
2531
+ * @param drivingFlags
2532
+ * @param p7
2533
+ * @param stoppingRange1
2534
+ * @param stoppingRange2
2535
+ * @param p10
2536
+ */
2537
+ vehicleDriveToDestination(vehicle: Vehicle, pos: Vector3, speed: number, drivingFlags: number, p7: number, stoppingRange1: number, stoppingRange2: number, p10: boolean): void;
2538
+ /**
2539
+ * @param p1
2540
+ * @param p2
2541
+ */
2542
+ ambientAnimalStalk(p1: any, p2: any): void;
2543
+ /**
2544
+ * @param phaseName
2545
+ * @returns
2546
+ */
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;
2562
+ }
2563
+ //# sourceMappingURL=PedTask.d.ts.map