@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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  523. package/src/enums/ePedAttribute.ts +25 -0
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  538. package/src/enums/eTargetingMode.ts +7 -0
  539. package/src/enums/eUIFeedChannel.ts +17 -0
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  541. package/src/enums/eVehicleSeat.ts +14 -0
  542. package/src/enums/eWeaponAttachPoint.ts +35 -0
  543. package/src/enums/eWeaponHash.ts +174 -0
  544. package/src/enums/naSpeechEventType.ts +56 -0
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  555. package/src/namespaces/CamStatics.ts +1563 -0
  556. package/src/namespaces/Clock.ts +174 -0
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  636. package/src/types/Color.ts +32 -0
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  639. package/src/types/NativeAliases.ts +36 -0
  640. package/src/types/Vector2.ts +40 -0
  641. package/src/types/Vector3.ts +41 -0
  642. package/src/types/Vector4.ts +42 -0
@@ -0,0 +1,2063 @@
1
+ import type { eWeaponHash } from '../enums/eWeaponHash';
2
+ import type { Entity } from '../classes/Entity';
3
+ import type { Ped } from '../classes/Ped';
4
+ import type { Vehicle } from '../classes/Vehicle';
5
+ import { Vector2 } from '../types/Vector2';
6
+ import { Vector3 } from '../types/Vector3';
7
+ import { Vector4 } from '../types/Vector4';
8
+ import { Color } from '../types/Color';
9
+ import { IHandle } from '../types/IHandle';
10
+ import { registerHandle, createFromHandle } from '../types/HandleRegistry';
11
+ import { inv, rai, raf, ras, rav, pvi, pvf, pvv, pvii, pvfi, _h, f } from '../types/NativeAliases';
12
+
13
+ export class Player implements IHandle {
14
+ constructor(public handle: number) {}
15
+
16
+ static fromHandle(handle: number): Player | null {
17
+ return handle === 0 ? null : new Player(handle);
18
+ }
19
+
20
+ /**
21
+ * @param weaponGroup
22
+ * @param toggle
23
+ */
24
+ setWeaponGroupAsInstantKill(weaponGroup: string | number, toggle: boolean): void {
25
+ inv<void>('0x59F0AFF3E0A1B019', this.handle, _h(weaponGroup), toggle);
26
+ }
27
+
28
+ /**
29
+ * Returns false if PromptType is enabled
30
+ * Params: See 0x0751D461F06E41CE
31
+ *
32
+ * @param promptType
33
+ * @param promptMode
34
+ * @returns
35
+ */
36
+ getUiPromptIsDisabled(promptType: number, promptMode: number): any {
37
+ return inv<number>('0x6614F9039BD31931', this.handle, promptType, promptMode);
38
+ }
39
+
40
+ /**
41
+ * @param toggle
42
+ */
43
+ setLockonToFriendlyPlayers(toggle: boolean): void {
44
+ inv<void>('0x4A056257802DD3E5', this.handle, toggle);
45
+ }
46
+
47
+ /**
48
+ * Activates the Surrender prompt for the specified player in the current frame.
49
+ *
50
+ * @param targetPed
51
+ * @param promptOrder
52
+ * @param p3
53
+ */
54
+ setCooperatePromptThisFrame(targetPed: Ped, promptOrder: number, p3: boolean): void {
55
+ inv<void>('0xCBB54CC7FFFFAB86', this.handle, targetPed.handle, promptOrder, p3);
56
+ }
57
+
58
+ /**
59
+ * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePlayerResetFlags
60
+ * https://github.com/femga/rdr3_discoveries/tree/master/AI/PLAYER_RESET_FLAGS
61
+ *
62
+ * @param playerResetFlag
63
+ * @param p2
64
+ */
65
+ setResetFlag(playerResetFlag: number, p2: boolean): void {
66
+ inv<void>('0x9F9A829C6751F3C7', this.handle, playerResetFlag, p2);
67
+ }
68
+
69
+ /**
70
+ * @returns
71
+ */
72
+ getWantedLevel(): number {
73
+ return inv<number>('0xABC532F9098BFD9D', this.handle, rai());
74
+ }
75
+
76
+ /**
77
+ * @param closeRangeLowerBound
78
+ * @param closeRangeUpperBound
79
+ */
80
+ setDamageCloseDistanceBonus(closeRangeLowerBound: number, closeRangeUpperBound: number): void {
81
+ inv<void>('0x7761A30432C91297', this.handle, f(closeRangeLowerBound), f(closeRangeUpperBound));
82
+ }
83
+
84
+ /**
85
+ * @param multiplier
86
+ */
87
+ setSneakingNoiseMultiplier(multiplier: number): void {
88
+ inv<void>('0x4DE44FA389DCA565', this.handle, f(multiplier));
89
+ }
90
+
91
+ /**
92
+ * Sets the player's team.
93
+ *
94
+ * @param team
95
+ * @param bRestrictToThisScript
96
+ */
97
+ setTeam(team: number, bRestrictToThisScript: boolean): void {
98
+ inv<void>('0xE8DD8536F01DE600', this.handle, team, bRestrictToThisScript);
99
+ }
100
+
101
+ /**
102
+ * Checks if the player's Deadeye ability is enabled.
103
+ *
104
+ * @returns
105
+ */
106
+ isSpecialAbilityEnabled(): any {
107
+ return inv<number>('0xDE6C85975F9D4894', this.handle);
108
+ }
109
+
110
+ /**
111
+ * Sets Player's Defense against AI modifier
112
+ *
113
+ * @param modifier
114
+ */
115
+ setAiDefenseModifierAgainstAi(modifier: number): void {
116
+ inv<void>('0x914071FF93AF2692', this.handle, f(modifier));
117
+ }
118
+
119
+ /**
120
+ * Gets the player's team.
121
+ * Returns -1 in singleplayer.
122
+ *
123
+ * @returns
124
+ */
125
+ getTeam(): number {
126
+ return inv<number>('0xB464EB6A40C7975B', this.handle, rai());
127
+ }
128
+
129
+ /**
130
+ * @returns
131
+ */
132
+ getHealthRechargeMultiplier(): number {
133
+ return inv<number>('0x22CD23BB0C45E0CD', this.handle, raf());
134
+ }
135
+
136
+ /**
137
+ * Used in script function: NET_AUTO_FOLLOW_UPDATE_LEADER_VALUES
138
+ * followMode:
139
+ * HORSEFOLLOWMODE_AUTO = 0,
140
+ * HORSEFOLLOWMODE_SIDE_ONLY,
141
+ * HORSEFOLLOWMODE_BEHIND_ONLY,
142
+ * HORSEFOLLOWMODE_BEHIND_AND_SIDE,
143
+ * HORSEFOLLOWMODE_BEHIND_CLOSE
144
+ * followPriority:
145
+ * HORSEFOLLOWPRIORITY_STEER_ASSIST = 0,
146
+ * HORSEFOLLOWPRIORITY_AMBIENT,
147
+ * HORSEFOLLOWPRIORITY_NORMAL,
148
+ * HORSEFOLLOWPRIORITY_HIGH
149
+ *
150
+ * @param ped
151
+ * @param p2
152
+ * @param p3
153
+ * @param followMode
154
+ * @param followPriority
155
+ * @param p6
156
+ */
157
+ addAsFollowTarget(ped: Ped, p2: number, p3: number, followMode: number, followPriority: number, p6: boolean): void {
158
+ inv<void>('0xAC22AA6DF4D1C1DE', this.handle, ped.handle, f(p2), f(p3), followMode, followPriority, p6);
159
+ }
160
+
161
+ /**
162
+ * Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names
163
+ *
164
+ * @param promptTextKey
165
+ */
166
+ setPromptLeaveText(promptTextKey: string | null): void {
167
+ inv<void>('0x06C3DB00B69D5435', this.handle, promptTextKey);
168
+ }
169
+
170
+ /**
171
+ * Retrieves the number of marks placed on a PED when Deadeye mode is active for the specified player.
172
+ *
173
+ * @param ped
174
+ * @returns
175
+ */
176
+ getNumDeadeyeMarksOnPed(ped: Ped): any {
177
+ return inv<number>('0x27AD7162D3FED01E', this.handle, ped.handle);
178
+ }
179
+
180
+ /**
181
+ * @returns
182
+ */
183
+ getPed2(): Ped | null {
184
+ return createFromHandle<Ped>('Ped', inv<number>('0x5EBE38A20BC51C27', this.handle, rai()));
185
+ }
186
+
187
+ /**
188
+ * @param p1
189
+ * @returns
190
+ */
191
+ getIsUiPromptActive(p1: number): any {
192
+ return inv<number>('0x51BEA356B1C60225', this.handle, p1);
193
+ }
194
+
195
+ /**
196
+ * @param horse
197
+ * @returns
198
+ */
199
+ setPedAsTempHorse(horse: Ped): any {
200
+ return inv<number>('0x227B06324234FB09', this.handle, horse.handle);
201
+ }
202
+
203
+ /**
204
+ * Restores Deadeye by given amount.
205
+ * Params: p2, p3, p4 = 0, 0, 1 in R* Scripts
206
+ *
207
+ * @param amount
208
+ * @param p2
209
+ * @param p3
210
+ * @param p4
211
+ */
212
+ specialAbilityRestoreByAmount(amount: number, p2: number, p3: number, p4: number): void {
213
+ inv<void>('0x51345AE20F22C261', this.handle, f(amount), p2, p3, p4);
214
+ }
215
+
216
+ /**
217
+ * Only used in R* SP Script short_update
218
+ *
219
+ * @param delay
220
+ */
221
+ setDeadeyeAbilityDepletionDelay(delay: number): void {
222
+ inv<void>('0x870634493CB4372C', this.handle, f(delay));
223
+ }
224
+
225
+ /**
226
+ * Swim speed multiplier.
227
+ * Multiplier goes up to 1.49f
228
+ *
229
+ * @param multiplier
230
+ */
231
+ setSwimMultiplierForPlayer(multiplier: number): void {
232
+ inv<void>('0xBFCEABDE34DA5085', this.handle, f(multiplier));
233
+ }
234
+
235
+ /**
236
+ * @returns
237
+ */
238
+ isDead(): boolean {
239
+ return inv<boolean>('0x2E9C3FCB6798F397', this.handle, rai());
240
+ }
241
+
242
+ /**
243
+ * @param ped
244
+ * @param p2
245
+ */
246
+ N_0x310CE349E0C0EC4B(ped: Ped, p2: number): void {
247
+ inv<void>('0x310CE349E0C0EC4B', this.handle, ped.handle, p2);
248
+ }
249
+
250
+ /**
251
+ * Clears all Eagle Eye trails that were registered for entities associated with the specified player.
252
+ */
253
+ eagleEyeClearRegisteredTrails(): void {
254
+ inv<void>('0xE5D3EB37ABC1EB03', this.handle);
255
+ }
256
+
257
+ /**
258
+ * @param enable
259
+ */
260
+ enableCustomDeadeyeAbility(enable: boolean): void {
261
+ inv<void>('0x95EE1DEE1DCD9070', this.handle, enable);
262
+ }
263
+
264
+ /**
265
+ * Returns the player's invincibility status.
266
+ *
267
+ * @returns
268
+ */
269
+ getInvincible(): boolean {
270
+ return inv<boolean>('0x0CBBCB2CCFA7DC4E', this.handle, rai());
271
+ }
272
+
273
+ resetArrestState(): void {
274
+ inv<void>('0x12917931C31F1750', this.handle);
275
+ }
276
+
277
+ /**
278
+ * Toggle handles wether Deadeye and Eagleeye are infinite or not.
279
+ *
280
+ * @param toggle
281
+ */
282
+ modifyInfiniteTrailVision(toggle: boolean): void {
283
+ inv<void>('0x28A13BF6B05C3D83', this.handle, toggle);
284
+ }
285
+
286
+ /**
287
+ * Simply sets you as invincible (Health will not deplete).
288
+ *
289
+ * @param toggle
290
+ */
291
+ setInvincible(toggle: boolean): void {
292
+ inv<void>('0xFEBEEBC9CBDF4B12', this.handle, toggle);
293
+ }
294
+
295
+ /**
296
+ * Returns whether the player can control himself.
297
+ *
298
+ * @returns
299
+ */
300
+ isControlOn(): boolean {
301
+ return inv<boolean>('0x7964097FCE4C244B', this.handle, rai());
302
+ }
303
+
304
+ /**
305
+ * @param vehicle
306
+ */
307
+ setMayOnlyEnterThisVehicle(vehicle: Vehicle): void {
308
+ inv<void>('0xDA35A134038557EC', this.handle, vehicle.handle);
309
+ }
310
+
311
+ /**
312
+ * @param disabled
313
+ */
314
+ specialAbilitySetDisabled(disabled: boolean): void {
315
+ inv<void>('0xAE637BB8EF017875', this.handle, disabled);
316
+ }
317
+
318
+ /**
319
+ * @param ammoType
320
+ * @param amount
321
+ */
322
+ setMaxAmmoOverrideForAmmoType(ammoType: string | number, amount: number): void {
323
+ inv<void>('0xE133C1EC5300F740', this.handle, _h(ammoType), amount);
324
+ }
325
+
326
+ /**
327
+ * @param p1
328
+ */
329
+ eagleEyeSetTrackingUpgrade2(p1: number): void {
330
+ inv<void>('0x6FA957D1B55941C1', this.handle, f(p1));
331
+ }
332
+
333
+ setAllNeutralRandomPedsFleeThisFrame(): void {
334
+ inv<void>('0x16752DAA7E6D3F72', this.handle);
335
+ }
336
+
337
+ /**
338
+ * @param p1
339
+ */
340
+ restoreStamina(p1: number): void {
341
+ inv<void>('0xC41F4B6E23FE6A4A', this.handle, f(p1));
342
+ }
343
+
344
+ /**
345
+ * @returns
346
+ */
347
+ getCachedDeadEyeAmount(): number {
348
+ return inv<number>('0xDF66A37936D5F3D9', this.handle, raf());
349
+ }
350
+
351
+ clearHasDamagedAtLeastOnePed(): void {
352
+ inv<void>('0x270B63A641BE32F2', this.handle);
353
+ }
354
+
355
+ /**
356
+ * @param entity
357
+ * @param p2
358
+ * @returns
359
+ */
360
+ isTargettingEntity(entity: Entity, p2: boolean): boolean {
361
+ return inv<boolean>('0x27F89FDC16688A7A', this.handle, entity.handle, p2, rai());
362
+ }
363
+
364
+ /**
365
+ * If player has less Dead Eye than required, Dead Eye cant be triggered.
366
+ *
367
+ * @returns
368
+ */
369
+ getRequiredDeadEyeAmount(): number {
370
+ return inv<number>('0x811A748B1BE231BA', this.handle, raf());
371
+ }
372
+
373
+ /**
374
+ * @param p1
375
+ */
376
+ N_0x263D69767F76059C(p1: number): void {
377
+ inv<void>('0x263D69767F76059C', this.handle, p1);
378
+ }
379
+
380
+ /**
381
+ * Make sure to request the model first and wait until it has loaded.
382
+ *
383
+ * @param modelHash
384
+ * @param p2
385
+ */
386
+ setModel(modelHash: string | number, p2: boolean): void {
387
+ inv<void>('0xED40380076A31506', this.handle, _h(modelHash), p2);
388
+ }
389
+
390
+ /**
391
+ * @param toggle
392
+ */
393
+ setLockon(toggle: boolean): void {
394
+ inv<void>('0x462AA1973CBBA75E', this.handle, toggle);
395
+ }
396
+
397
+ /**
398
+ * Sets the player's ability to wear hats based on the specified flag. The flag value determines whether the player can wear all hats or only the ones they own.
399
+ * If the flag is set to 15 and `allow` is true, the player can wear all available hats. However, if you want to restrict the player to wearing only their owned hats (flag 1), you **must first** disable flag 15 by setting it to false, and then set flag 1 to true.
400
+ *
401
+ * @param flag
402
+ * @param allow
403
+ */
404
+ setHatAccess(flag: number, allow: boolean): void {
405
+ inv<void>('0xA0C683284DF027C7', this.handle, flag, allow);
406
+ }
407
+
408
+ /**
409
+ * @param closeDamageBonus
410
+ */
411
+ setDamageCloseDistanceBonusTotal(closeDamageBonus: number): void {
412
+ inv<void>('0x5006C36652D6EC56', this.handle, f(closeDamageBonus));
413
+ }
414
+
415
+ /**
416
+ * Params: p1 = -1 in R* Scripts
417
+ *
418
+ * @param p1
419
+ * @param p2
420
+ */
421
+ specialAbilityStartRestore(p1: number, p2: boolean): void {
422
+ inv<void>('0x1D77B47AFA584E90', this.handle, p1, p2);
423
+ }
424
+
425
+ /**
426
+ * @param multiplier
427
+ */
428
+ setStaminaSprintDepletionMultiplier(multiplier: number): void {
429
+ inv<void>('0xBBADFB5E5E5766FB', this.handle, f(multiplier));
430
+ }
431
+
432
+ /**
433
+ * @param p1
434
+ */
435
+ eagleEyeSetTrackingUpgrade(p1: number): void {
436
+ inv<void>('0xDFC85C5199045026', this.handle, f(p1));
437
+ }
438
+
439
+ /**
440
+ * Get the entity the player is aiming at with/without weapon.
441
+ *
442
+ * @returns entity
443
+ */
444
+ getInteractionAimEntity(): [boolean, Entity | null] {
445
+ const result = inv<[boolean, number]>('0xBEA3A6E5F5F79A6F', this.handle, pvi(), rai());
446
+ return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
447
+ }
448
+
449
+ /**
450
+ * @param modifier
451
+ */
452
+ setWeaponDefenseModifier(modifier: number): void {
453
+ inv<void>('0xD15CC2D493160BE3', this.handle, f(modifier));
454
+ }
455
+
456
+ /**
457
+ * @returns
458
+ */
459
+ hasDamagedAtLeastOneNonAnimalPed(): boolean {
460
+ return inv<boolean>('0x16C8D205DD5A2E90', this.handle, rai());
461
+ }
462
+
463
+ /**
464
+ * @returns
465
+ */
466
+ getDeadeyeAbilityLevel(): number {
467
+ return inv<number>('0xCCE7C695C164C35F', this.handle, rai());
468
+ }
469
+
470
+ /**
471
+ * This native is used to determine if the player has an active lockon an entity while riding a horse.
472
+ *
473
+ * @returns
474
+ */
475
+ isOnMountLockonEntity(): boolean {
476
+ return inv<boolean>('0x2009F8AB7A5E9D6D', this.handle, rai());
477
+ }
478
+
479
+ suppressWitnessesCallingPoliceThisFrame(): void {
480
+ inv<void>('0x96722257E5381E00', this.handle);
481
+ }
482
+
483
+ /**
484
+ * bullet damage modifier: type = 4
485
+ * explosive damage Defense mod: type = 7
486
+ * fire damage Defense mod: type = 8, 15
487
+ *
488
+ * @param type
489
+ * @param defenseModifier
490
+ */
491
+ setDefenseTypeModifier(type: number, defenseModifier: number): void {
492
+ inv<void>('0x93F499CAE53FCD05', this.handle, type, f(defenseModifier));
493
+ }
494
+
495
+ /**
496
+ * *CLEAR_FACIAL** - _CLEAR_PED_BLOOD*
497
+ */
498
+ N_0xF21C7A3F3FFBA629(): void {
499
+ inv<void>('0xF21C7A3F3FFBA629', this.handle);
500
+ }
501
+
502
+ /**
503
+ * Associates a specific interactive focus mode preset between a player and a ped, with a specified location and target entity.
504
+ * To access all available presets, refer to the file located at: `/update_1.rpf/common/data/interactive_focus_mode_presets.meta`
505
+ *
506
+ * @param ped
507
+ * @param preset
508
+ * @param pos
509
+ * @param targetEntity
510
+ * @param name
511
+ */
512
+ addAmbientInteractiveFocusPreset(ped: Ped, preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): void {
513
+ inv<void>('0x3946FC742AC305CD', this.handle, ped.handle, preset, f(pos.x), f(pos.y), f(pos.z), targetEntity.handle, name);
514
+ }
515
+
516
+ /**
517
+ * Resets any aura effects applied to entities for a specific player in Deadeye mode, returning all aura-related visuals to their default state. This function is primarily used to remove any highlighting or aura effects set by `_SET_DEADEYE_ENTITY_AURA_WITH_FLAG - 0x2B12B6FC8B8772AB` and `_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG - 0x131E294EF60160DF`
518
+ */
519
+ resetDeadeyeAuraEffect(): void {
520
+ inv<void>('0xE910932F4B30BE23', this.handle);
521
+ }
522
+
523
+ /**
524
+ * @param accuracy
525
+ */
526
+ setTotalAccuracyModifier(accuracy: number): void {
527
+ inv<void>('0x967FF5BC0CFE6D26', this.handle, f(accuracy));
528
+ }
529
+
530
+ /**
531
+ * @returns
532
+ */
533
+ getVehicleOwnedByPlayer(): Vehicle | null {
534
+ return createFromHandle<Vehicle>('Vehicle', inv<number>('0xB9050A97594C8832', this.handle, rai()));
535
+ }
536
+
537
+ /**
538
+ * Activates EagleEye, called together with 0x28A13BF6B05C3D83
539
+ */
540
+ secondarySpecialAbilitySetActive(): void {
541
+ inv<void>('0x1710BC33CFB83634', this.handle);
542
+ }
543
+
544
+ /**
545
+ * _GET_A* - _GET_C*
546
+ *
547
+ * @returns
548
+ */
549
+ N_0x927861B2C08DBEA5(): boolean {
550
+ return inv<boolean>('0x927861B2C08DBEA5', this.handle, rai());
551
+ }
552
+
553
+ /**
554
+ * it is used to check for that period of time if player damaged any peds only returns the last 3 hits with the entity ids so if you hit the same entity 3 times it will return the same entity id 3 times, if you hit 4 different entities within that time it will return the last 3 entity ids
555
+ * only stores the last 3 hits in the data view buffer
556
+ * duration is in miliseconds
557
+ * you need dataview
558
+ *
559
+ * @param duration
560
+ * @returns struct
561
+ */
562
+ getPedsDamagedByRecently(duration: number): [boolean, number] {
563
+ const result = inv<[boolean, number]>('0x1A6E84F13C952094', this.handle, duration, pvi(), rai());
564
+ return [!!result[0], result[1]];
565
+ }
566
+
567
+ /**
568
+ * @param multiplier
569
+ */
570
+ setStaminaRechargeMultiplier(multiplier: number): void {
571
+ inv<void>('0xFECA17CF3343694B', this.handle, f(multiplier));
572
+ }
573
+
574
+ /**
575
+ * Deactivates EagleEye, called together with 0xC0B21F235C02139C
576
+ *
577
+ * @param disabled
578
+ */
579
+ secondarySpecialAbilitySetDisabled(disabled: boolean): void {
580
+ inv<void>('0x64FF4BF9AF59E139', this.handle, disabled);
581
+ }
582
+
583
+ /**
584
+ * @returns
585
+ */
586
+ updateTeleport(): boolean {
587
+ return inv<boolean>('0xC39DCE4672CBFBC1', this.handle, rai());
588
+ }
589
+
590
+ resetInputGait(): void {
591
+ inv<void>('0x61A2EECAB274829B', this.handle);
592
+ }
593
+
594
+ /**
595
+ * Activates the special ability for the specified player.
596
+ */
597
+ specialAbilitySetActivate(): void {
598
+ inv<void>('0xBBA140062B15A8AC', this.handle);
599
+ }
600
+
601
+ clearHasDamagedAtLeastOneNonAnimalPed(): void {
602
+ inv<void>('0x0361096D6CE4372C', this.handle);
603
+ }
604
+
605
+ /**
606
+ * @param modifier
607
+ */
608
+ setWeaponDegradationModifier(modifier: number): void {
609
+ inv<void>('0x11A7FF918EF6BC66', this.handle, f(modifier));
610
+ }
611
+
612
+ /**
613
+ * Only used in R* SP Script short_update
614
+ *
615
+ * @param timer
616
+ */
617
+ setSpecialAbilityDisableTimer(timer: number): void {
618
+ inv<void>('0xC0B1C05B313693D1', this.handle, f(timer));
619
+ }
620
+
621
+ /**
622
+ * @param abilityType
623
+ * @param toggle
624
+ */
625
+ setDeadeyeAbilityLocked(abilityType: number, toggle: boolean): void {
626
+ inv<void>('0x2797B8D66DD0EBB8', this.handle, abilityType, toggle);
627
+ }
628
+
629
+ /**
630
+ * playerResetFlag: See 0x9F9A829C6751F3C7
631
+ *
632
+ * @param playerResetFlag
633
+ * @returns
634
+ */
635
+ getResetFlag(playerResetFlag: number): any {
636
+ return inv<number>('0xFE691E89C08937B6', this.handle, playerResetFlag);
637
+ }
638
+
639
+ /**
640
+ * Returns TRUE if the player ('s ped) is climbing at the moment.
641
+ *
642
+ * @returns
643
+ */
644
+ isClimbing(): boolean {
645
+ return inv<boolean>('0xB8A70C22FD48197A', this.handle, rai());
646
+ }
647
+
648
+ /**
649
+ * @returns Refer to [enum: ePedMood]
650
+ */
651
+ getMood(): number {
652
+ return inv<number>('0x054473164C012699', this.handle, rai());
653
+ }
654
+
655
+ clearBountyTarget(): void {
656
+ inv<void>('0x8F2A81C09DA9124A', this.handle);
657
+ }
658
+
659
+ /**
660
+ * Focus Fire VFX start for player: p1 = focusfire
661
+ *
662
+ * @param p1
663
+ */
664
+ setLockonFocusFireVfx(p1: string | null): void {
665
+ inv<void>('0x5F8E0303C229C84B', this.handle, p1);
666
+ }
667
+
668
+ /**
669
+ * Params: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePromptType
670
+ * promptType is mostly 34 (PP_TRACK_ANIMAL), promptMode = 0 (PP_MODE_BLOCK) in R* Scripts
671
+ *
672
+ * @param promptType
673
+ * @param promptMode
674
+ * @param disabled
675
+ */
676
+ modifyUiPrompt(promptType: number, promptMode: number, disabled: boolean): void {
677
+ inv<void>('0x0751D461F06E41CE', this.handle, promptType, promptMode, disabled);
678
+ }
679
+
680
+ /**
681
+ * @param p1
682
+ * @returns
683
+ */
684
+ getMaxDeadEye(p1: any): number {
685
+ return inv<number>('0x592F58BC4D2A2CF3', this.handle, p1, raf());
686
+ }
687
+
688
+ /**
689
+ * @param toggle
690
+ * @param ped
691
+ * @param p3
692
+ * @param p4
693
+ */
694
+ setForcedAim(toggle: boolean, ped: Ped, p3: number, p4: boolean): void {
695
+ inv<void>('0xD5FCC166AEB2FD0F', this.handle, toggle, ped.handle, p3, p4);
696
+ }
697
+
698
+ N_0x93624B36E8851B42(): void {
699
+ inv<void>('0x93624B36E8851B42', this.handle);
700
+ }
701
+
702
+ /**
703
+ * @param abilityType
704
+ * @returns
705
+ */
706
+ isDeadeyeAbilityLocked(abilityType: number): any {
707
+ return inv<number>('0x8A0643B0B4CA276B', this.handle, abilityType);
708
+ }
709
+
710
+ /**
711
+ * @param ped
712
+ * @param useSteerassist
713
+ */
714
+ N_0x1FDA57E8908F2609(ped: Ped, useSteerassist: boolean): void {
715
+ inv<void>('0x1FDA57E8908F2609', this.handle, ped.handle, useSteerassist);
716
+ }
717
+
718
+ /**
719
+ * Returns Deadeye value from player
720
+ *
721
+ * @returns
722
+ */
723
+ specialAbilityGetAmountCached(): number {
724
+ return inv<number>('0x029884FB65821B07', this.handle, raf());
725
+ }
726
+
727
+ /**
728
+ * @param vehicle
729
+ */
730
+ setOwnsVehicle(vehicle: Vehicle): void {
731
+ inv<void>('0xD0E02AA618020D17', this.handle, vehicle.handle);
732
+ }
733
+
734
+ /**
735
+ * @returns
736
+ */
737
+ hasDamagedAtLeastOnePed(): boolean {
738
+ return inv<boolean>('0xDA4A4B9B96E20092', this.handle, rai());
739
+ }
740
+
741
+ /**
742
+ * Seems to enable active horse equipment prompt when being near it and enables the control that opens the inventory as well
743
+ *
744
+ * @param mount
745
+ */
746
+ setOwnsMount(mount: Ped): void {
747
+ inv<void>('0xE6D4E435B56D5BD0', this.handle, mount.handle);
748
+ }
749
+
750
+ /**
751
+ * nullsub, doesn't do anything
752
+ */
753
+ clearWantedLevel(): void {
754
+ inv<void>('0x4E4B996C928C7AA6', this.handle);
755
+ }
756
+
757
+ /**
758
+ * Does the same like PLAYER::GET_PLAYER_PED
759
+ *
760
+ * @returns
761
+ */
762
+ getPedScriptIndex(): Ped | null {
763
+ return createFromHandle<Ped>('Ped', inv<number>('0x5C880F9056D784C8', this.handle, rai()));
764
+ }
765
+
766
+ /**
767
+ * Retrieves the ID of the ped that the specified player is currently tracking while in Eagle Eye mode.
768
+ *
769
+ * @returns
770
+ */
771
+ eagleEyeGetTrackedPedId(): any {
772
+ return inv<number>('0x3813E11A378958A5', this.handle);
773
+ }
774
+
775
+ /**
776
+ * @returns Returns the player name, or if the player doesn't exist, it returns "**Invalid**"
777
+ */
778
+ getName(): string | null {
779
+ return inv<string>('0x7124FD9AC0E01BA0', this.handle, ras());
780
+ }
781
+
782
+ /**
783
+ * Seems to work similar to 0xD2CB0FB0FDCB473D
784
+ *
785
+ * @param horse
786
+ */
787
+ setPedActiveHorse(horse: Ped): void {
788
+ inv<void>('0x8FBF9EDB378CCB8C', this.handle, horse.handle);
789
+ }
790
+
791
+ /**
792
+ * Name could potentially be inaccurate.
793
+ * Used in Script Function HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = true)
794
+ * _SET_PLAYER_L* - _SET_PLAYER_M*
795
+ *
796
+ * @param active
797
+ */
798
+ setMountStateActive(active: boolean): void {
799
+ inv<void>('0xDF93973251FB2CA5', this.handle, active);
800
+ }
801
+
802
+ /**
803
+ * _IS_PLAYER_I* - _IS_PLAYER_P*
804
+ *
805
+ * @returns p1
806
+ */
807
+ N_0xB331D8A73F9D2BDF(): [boolean, number] {
808
+ const result = inv<[boolean, number]>('0xB331D8A73F9D2BDF', this.handle, pvi(), rai());
809
+ return [!!result[0], result[1]];
810
+ }
811
+
812
+ /**
813
+ * Inhibits the player from using any method of combat including melee and firearms. NOTE: Only disables the firing for one frame
814
+ *
815
+ * @param toggle
816
+ */
817
+ disableFiring(toggle: boolean): void {
818
+ inv<void>('0x2970929FD5F9FC89', this.handle, toggle);
819
+ }
820
+
821
+ specialAbilitySetEagleEyeDisabled(): void {
822
+ inv<void>('0xC0B21F235C02139C', this.handle);
823
+ }
824
+
825
+ /**
826
+ * Sets the sit prompt for a specific player using a predefined text entry. use game strings like PLAYER_SIT or use custom with
827
+ * AddTextEntry("sit_custom", "Take a seat")
828
+ * this native must be invoked
829
+ * https://imgur.com/gallery/0x988c9045531b9fce-9bTHgkv
830
+ *
831
+ * @param label
832
+ */
833
+ setSitPromptText(label: string | null): void {
834
+ inv<void>('0x988C9045531B9FCE', this.handle, label);
835
+ }
836
+
837
+ updateWantedPositionThisFrame(): void {
838
+ inv<void>('0xD0B0B044112BF424', this.handle);
839
+ }
840
+
841
+ /**
842
+ * @param entity
843
+ */
844
+ unregisterEagleEyeForEntity(entity: Entity): void {
845
+ inv<void>('0x9DAE1380CC5C6451', this.handle, entity.handle);
846
+ }
847
+
848
+ /**
849
+ * @param farRangeLowerBound
850
+ * @param farRangeUpperBound
851
+ */
852
+ setDamageFarDistanceBonus(farRangeLowerBound: number, farRangeUpperBound: number): void {
853
+ inv<void>('0xED591CB17C8BA216', this.handle, f(farRangeLowerBound), f(farRangeUpperBound));
854
+ }
855
+
856
+ /**
857
+ * Sets the melee combat prompt for a specific player using a predefined text entry. use game string or
858
+ * AddTextEntry("custom_text", "Throw a punch") and use custom_text in the native
859
+ *
860
+ * @param label
861
+ */
862
+ setMeleePromptText(label: string | null): void {
863
+ inv<void>('0x0FAF95D71ED67ADE', this.handle, label);
864
+ }
865
+
866
+ /**
867
+ * Used in script function INIT_DEADEYE_SLOWDOWN
868
+ *
869
+ * @param p1
870
+ */
871
+ N_0x570A13A4CA2799BB(p1: boolean): void {
872
+ inv<void>('0x570A13A4CA2799BB', this.handle, p1);
873
+ }
874
+
875
+ /**
876
+ * @param activationCost
877
+ * @param p2
878
+ */
879
+ setSpecialAbilityActivationCost(activationCost: number, p2: number): void {
880
+ inv<void>('0xAE4BCC79C587EBBF', this.handle, f(activationCost), p2);
881
+ }
882
+
883
+ /**
884
+ * Used for setting up eagle eye for entity
885
+ * Params: p2 = re-register or not?
886
+ *
887
+ * @param entity
888
+ * @param p2
889
+ */
890
+ registerEagleEyeForEntity(entity: Entity, p2: boolean): void {
891
+ inv<void>('0x543DFE14BE720027', this.handle, entity.handle, p2);
892
+ }
893
+
894
+ /**
895
+ * @param p1
896
+ */
897
+ N_0x22B3CABEDDB538B2(p1: number): void {
898
+ inv<void>('0x22B3CABEDDB538B2', this.handle, f(p1));
899
+ }
900
+
901
+ /**
902
+ * @param modifier
903
+ */
904
+ setExplosiveWeaponDamageModifier(modifier: number): void {
905
+ inv<void>('0x2D3ACE3DE0A2B622', this.handle, f(modifier));
906
+ }
907
+
908
+ /**
909
+ * returns true if the player is on a road while riding a horse but at a certain speed, if you go off road then it returns false or if you go too slow like walking state it also returns false
910
+ *
911
+ * @returns
912
+ */
913
+ isMountOnRoad(): any {
914
+ return inv<number>('0xE631EAF35828FA67', this.handle);
915
+ }
916
+
917
+ /**
918
+ * @param entity
919
+ * @returns
920
+ */
921
+ isEagleEyeRegisteredForEntity(entity: Entity): any {
922
+ return inv<number>('0x0E6846476906C9DD', this.handle, entity.handle);
923
+ }
924
+
925
+ /**
926
+ * Max level is 5.
927
+ *
928
+ * @param level
929
+ */
930
+ setDeadeyeAbilityLevel(level: number): void {
931
+ inv<void>('0xF0FE8E790BFEB5BB', this.handle, level);
932
+ }
933
+
934
+ /**
935
+ * Shows or hides all Pick Up prompts for the specified player, including the prompt for picking up hats from the ground. When set to true, the player will see Pick Up prompts for all nearby items. If set to false, all Pick Up prompts will be hidden.
936
+ *
937
+ * @param enable
938
+ */
939
+ setPickupPromptVisible(enable: boolean): void {
940
+ inv<void>('0xD1A70C1E8D1031FE', this.handle, enable);
941
+ }
942
+
943
+ /**
944
+ * @param mount
945
+ */
946
+ setPedAsSaddleHorseForPlayer(mount: Ped): void {
947
+ inv<void>('0xD2CB0FB0FDCB473D', this.handle, mount.handle);
948
+ }
949
+
950
+ /**
951
+ * @returns
952
+ */
953
+ getActiveHorseForPlayer(): Ped | null {
954
+ return createFromHandle<Ped>('Ped', inv<number>('0x46FA0AE18F4C7FA9', this.handle, rai()));
955
+ }
956
+
957
+ /**
958
+ * @param entity
959
+ * @param p2
960
+ */
961
+ unregisterEagleEyeTrailsForEntity(entity: Entity, p2: any): void {
962
+ inv<void>('0x9A957912CE2EABD1', this.handle, entity.handle, p2);
963
+ }
964
+
965
+ /**
966
+ * Resetter for 0x4DBC4873707E8FD6, sets x, y, z to 1.0
967
+ */
968
+ N_0xCEDC16930526F728(): void {
969
+ inv<void>('0xCEDC16930526F728', this.handle);
970
+ }
971
+
972
+ /**
973
+ * @param ped
974
+ * @param p2
975
+ */
976
+ N_0xDD33A82352C4652F(ped: Ped, p2: number): void {
977
+ inv<void>('0xDD33A82352C4652F', this.handle, ped.handle, p2);
978
+ }
979
+
980
+ /**
981
+ * _RESET_PLAYER_A* - _RESET_PLAYER_I*
982
+ */
983
+ N_0x1F488807BC8E0630(): void {
984
+ inv<void>('0x1F488807BC8E0630', this.handle);
985
+ }
986
+
987
+ /**
988
+ * @param p1
989
+ */
990
+ N_0x4EC8BE63B8A5D4EF(p1: number): void {
991
+ inv<void>('0x4EC8BE63B8A5D4EF', this.handle, p1);
992
+ }
993
+
994
+ /**
995
+ * @returns
996
+ */
997
+ canStartMission(): boolean {
998
+ return inv<boolean>('0x2DF170B1185AF777', this.handle, rai());
999
+ }
1000
+
1001
+ /**
1002
+ * Adds an interactive focus mode preset between a player and a specific set of coordinates with a target entity.
1003
+ * To access all available presets, refer to the file located at:update_1.rpf.common.data.interactive_focus_mode_presets.meta
1004
+ *
1005
+ * @param preset
1006
+ * @param pos
1007
+ * @param targetEntity
1008
+ * @param name
1009
+ * @returns p1
1010
+ */
1011
+ addAmbientInteractiveFocusPresetAtCoords(preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): Vector3 {
1012
+ const result = inv<number[]>('0xD48227263E3D06AE', this.handle, pvv(), preset, f(pos.x), f(pos.y), f(pos.z), targetEntity.handle, name);
1013
+ return Vector3.fromArray(result);
1014
+ }
1015
+
1016
+ /**
1017
+ * @returns
1018
+ */
1019
+ getStaminaRechargeMultiplier(): number {
1020
+ return inv<number>('0x617D3494AD58200F', this.handle, raf());
1021
+ }
1022
+
1023
+ /**
1024
+ * Returns the depletion delay value for the Deadeye ability that was previously set using `SetDeadeyeAbilityDepletionDelay - 0x870634493CB4372C`
1025
+ *
1026
+ * @returns
1027
+ */
1028
+ getDeadeyeAbilityDepletionDelay(): any {
1029
+ return inv<number>('0xE92261BD28C0878F', this.handle);
1030
+ }
1031
+
1032
+ /**
1033
+ * @returns
1034
+ */
1035
+ isReadyForCutscene(): boolean {
1036
+ return inv<boolean>('0xAA67BCB0097F2FA3', this.handle, rai());
1037
+ }
1038
+
1039
+ /**
1040
+ * @param p1
1041
+ */
1042
+ N_0x216BC0D3D2E413D2(p1: any): void {
1043
+ inv<void>('0x216BC0D3D2E413D2', this.handle, p1);
1044
+ }
1045
+
1046
+ /**
1047
+ * nullsub, doesn't do anything
1048
+ *
1049
+ * @param wantedLevel
1050
+ * @param disableNoMission
1051
+ */
1052
+ setWantedLevel(wantedLevel: number, disableNoMission: boolean): void {
1053
+ inv<void>('0x384D4765395E006C', this.handle, wantedLevel, disableNoMission);
1054
+ }
1055
+
1056
+ /**
1057
+ * false: default eagleeye color
1058
+ * true: green eagleeye color
1059
+ *
1060
+ * @param p1
1061
+ * @returns p2
1062
+ */
1063
+ eagleEyeSetColor(p1: boolean): number {
1064
+ const result = inv<number>('0x2C41D93F550D5E37', this.handle, p1, pvi());
1065
+ return result;
1066
+ }
1067
+
1068
+ /**
1069
+ * *SET_PLAYER_DAMAGE** - *SET_PLAYER_DEFENSE**
1070
+ *
1071
+ * @param p1
1072
+ */
1073
+ N_0x818241B3EDA84191(p1: boolean): void {
1074
+ inv<void>('0x818241B3EDA84191', this.handle, p1);
1075
+ }
1076
+
1077
+ /**
1078
+ * @returns
1079
+ */
1080
+ getPed(): Ped | null {
1081
+ return createFromHandle<Ped>('Ped', inv<number>('0x275F255ED201B937', this.handle, rai()));
1082
+ }
1083
+
1084
+ /**
1085
+ * Sets whether all random peds will run away from player if they are agitated (threatened) (bool=true), or some peds can stand up for themselves (bool=false).
1086
+ *
1087
+ * @param toggle
1088
+ */
1089
+ setAllRandomPedsFlee(toggle: boolean): void {
1090
+ inv<void>('0xE705309B8C6445A4', this.handle, toggle);
1091
+ }
1092
+
1093
+ /**
1094
+ * @param p1
1095
+ * @param discoveryHash
1096
+ */
1097
+ setHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): void {
1098
+ inv<void>('0x946D46CD6DFB9742', this.handle, p1, _h(discoveryHash));
1099
+ }
1100
+
1101
+ /**
1102
+ * @returns entity
1103
+ */
1104
+ getEntityIsFreeAimingAt(): [boolean, Entity | null] {
1105
+ const result = inv<[boolean, number]>('0xA6817C110B830EAD', this.handle, pvi(), rai());
1106
+ return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
1107
+ }
1108
+
1109
+ /**
1110
+ * @returns
1111
+ */
1112
+ getTempHorse(): Ped | null {
1113
+ return createFromHandle<Ped>('Ped', inv<number>('0xD3F7445CEA2E5035', this.handle, rai()));
1114
+ }
1115
+
1116
+ /**
1117
+ * this native checks if the player has damaged or killed any ped human/animal recently within the duration passed, either by shooting or even using melee
1118
+ * duration is in miliseconds
1119
+ *
1120
+ * @param duration
1121
+ * @returns
1122
+ */
1123
+ hasDamagedAnyPedRecently(duration: number): boolean {
1124
+ return inv<boolean>('0x72AD59F7B7FB6E24', this.handle, duration, rai());
1125
+ }
1126
+
1127
+ /**
1128
+ * @returns entity
1129
+ */
1130
+ getTargetEntity(): [boolean, Entity | null] {
1131
+ const result = inv<[boolean, number]>('0xAE663DDD99C8A670', this.handle, pvi(), rai());
1132
+ return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
1133
+ }
1134
+
1135
+ /**
1136
+ * @returns Returns true if the ped has a ped, and the ped is alive and not arrested.
1137
+ */
1138
+ isPlaying(): boolean {
1139
+ return inv<boolean>('0xBFFB35986CAAE58C', this.handle, rai());
1140
+ }
1141
+
1142
+ /**
1143
+ * @returns
1144
+ */
1145
+ getSaddleHorseForPlayer(): Ped | null {
1146
+ return createFromHandle<Ped>('Ped', inv<number>('0xB48050D326E9A2F3', this.handle, rai()));
1147
+ }
1148
+
1149
+ /**
1150
+ * Affects the range of auto aim target.
1151
+ *
1152
+ * @param range
1153
+ */
1154
+ setLockonRangeOverride(range: number): void {
1155
+ inv<void>('0x3A3CD06597388322', this.handle, f(range));
1156
+ }
1157
+
1158
+ /**
1159
+ * @returns
1160
+ */
1161
+ getHuntingWagon(): Vehicle | null {
1162
+ return createFromHandle<Vehicle>('Vehicle', inv<number>('0x5CA6BBD4A7D8145E', this.handle, rai()));
1163
+ }
1164
+
1165
+ /**
1166
+ * @param modifier
1167
+ */
1168
+ setTrampleDamageModifier(modifier: number): void {
1169
+ inv<void>('0xAF341032E97FB061', this.handle, f(modifier));
1170
+ }
1171
+
1172
+ /**
1173
+ * Checks if player is focused on any entity
1174
+ *
1175
+ * @returns
1176
+ */
1177
+ isFreeFocusing(): any {
1178
+ return inv<number>('0x1A51BFE60708E482', this.handle);
1179
+ }
1180
+
1181
+ /**
1182
+ * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eSetPlayerControlFlags
1183
+ *
1184
+ * @param toggle
1185
+ * @param flags
1186
+ * @param bPreventHeadingChange
1187
+ */
1188
+ setControl(toggle: boolean, flags: number, bPreventHeadingChange: boolean): void {
1189
+ inv<void>('0x4D51E59243281D80', this.handle, toggle, flags, bPreventHeadingChange);
1190
+ }
1191
+
1192
+ /**
1193
+ * Returns true if eagle eye is enabled for the player
1194
+ *
1195
+ * @returns
1196
+ */
1197
+ isSecondarySpecialAbilityEnabled(): boolean {
1198
+ return inv<boolean>('0xE022CC1B545F1D9F', this.handle, rai());
1199
+ }
1200
+
1201
+ /**
1202
+ * @param multiplier
1203
+ */
1204
+ setNoiseMultiplier(multiplier: number): void {
1205
+ inv<void>('0xB5EC6BDAEBCA454C', this.handle, f(multiplier));
1206
+ }
1207
+
1208
+ /**
1209
+ * Gets a value indicating whether the specified player is currently aiming freely.
1210
+ *
1211
+ * @returns
1212
+ */
1213
+ isFreeAiming(): boolean {
1214
+ return inv<boolean>('0x936F967D4BE1CE9D', this.handle, rai());
1215
+ }
1216
+
1217
+ /**
1218
+ * @param showingInfoCard
1219
+ */
1220
+ setShowInfoCard(showingInfoCard: boolean): void {
1221
+ inv<void>('0xDC68829BB3F37023', this.handle, showingInfoCard);
1222
+ }
1223
+
1224
+ /**
1225
+ * @param regenRate
1226
+ */
1227
+ setHealthRechargeMultiplier(regenRate: number): void {
1228
+ inv<void>('0x8899C244EBCF70DE', this.handle, f(regenRate));
1229
+ }
1230
+
1231
+ /**
1232
+ * damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP
1233
+ *
1234
+ * @param damageInfo
1235
+ */
1236
+ setDamageInfoOverride(damageInfo: string | null): void {
1237
+ inv<void>('0x78B3D19AF6391A55', this.handle, damageInfo);
1238
+ }
1239
+
1240
+ /**
1241
+ * Sets whether this player can be hassled by gangs.
1242
+ *
1243
+ * @param toggle
1244
+ */
1245
+ setCanBeHassledByGangs(toggle: boolean): void {
1246
+ inv<void>('0xC7FE774412046825', this.handle, toggle);
1247
+ }
1248
+
1249
+ /**
1250
+ * Clears the intensity of aura effects applied to entities for a specific player in Deadeye mode based on a flag parameter. This function is used to reset any intensity modifications set by `_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG - 0x131E294EF60160DF`, restoring affected entities' aura intensity to their default state.
1251
+ *
1252
+ * @param bitflag
1253
+ */
1254
+ clearDeadeyeAuraIntensityWithFlag(bitflag: number): void {
1255
+ inv<void>('0x0E9057A9DA78D0F8', this.handle, bitflag);
1256
+ }
1257
+
1258
+ /**
1259
+ * Decreases Stamina bar drain speed by % when drawing a bow.
1260
+ *
1261
+ * @param staminaDrain
1262
+ */
1263
+ setBowStaminaDrainSpeed(staminaDrain: number): void {
1264
+ inv<void>('0xFE7C9CF376D23342', this.handle, f(staminaDrain));
1265
+ }
1266
+
1267
+ setAllRandomPedsFleeThisFrame(): void {
1268
+ inv<void>('0xD5C198A62F1DEB0A', this.handle);
1269
+ }
1270
+
1271
+ /**
1272
+ * Unsure what it does, sets a Vector on the CPlayerInfo but it doesn't? look like its used anywhere
1273
+ *
1274
+ * @param pos
1275
+ */
1276
+ N_0x4DBC4873707E8FD6(pos: Vector3): void {
1277
+ inv<void>('0x4DBC4873707E8FD6', this.handle, f(pos.x), f(pos.y), f(pos.z));
1278
+ }
1279
+
1280
+ /**
1281
+ * _SET_PLAYER_A* - _SET_PLAYER_C*
1282
+ *
1283
+ * @param damage
1284
+ */
1285
+ setLassoDamagePerSecond(damage: number): void {
1286
+ inv<void>('0x43F50A7CD2482156', this.handle, f(damage));
1287
+ }
1288
+
1289
+ /**
1290
+ * Return true while player is being arrested / busted. If atArresting is set to 1, this function will return 1 when player is being arrested (while player is putting his hand up, but still have control) If atArresting is set to 0, this function will return 1 only when the busted screen is shown.
1291
+ *
1292
+ * @param atArresting
1293
+ * @returns
1294
+ */
1295
+ isBeingArrested(atArresting: boolean): boolean {
1296
+ return inv<boolean>('0xC8183AE963C58374', this.handle, atArresting, rai());
1297
+ }
1298
+
1299
+ /**
1300
+ * Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
1301
+ *
1302
+ * @param entity
1303
+ * @returns
1304
+ */
1305
+ isFreeAimingAtEntity(entity: Entity): boolean {
1306
+ return inv<boolean>('0x8C67C11C68713D25', this.handle, entity.handle, rai());
1307
+ }
1308
+
1309
+ /**
1310
+ * @param farDamageBonus
1311
+ */
1312
+ setDamageFarDistanceBonusTotal(farDamageBonus: number): void {
1313
+ inv<void>('0x1F0E3A4434565F8F', this.handle, f(farDamageBonus));
1314
+ }
1315
+
1316
+ setMayNotEnterAnyVehicle(): void {
1317
+ inv<void>('0xBEC463B3A11C909E', this.handle);
1318
+ }
1319
+
1320
+ /**
1321
+ * @returns
1322
+ */
1323
+ getHealth(): number {
1324
+ return inv<number>('0x0317C947D062854E', this.handle, raf());
1325
+ }
1326
+
1327
+ resetWantedLevelDifficulty(): void {
1328
+ inv<void>('0x062D14F18E8B0CAE', this.handle);
1329
+ }
1330
+
1331
+ /**
1332
+ * @param linkedWaypointPed
1333
+ */
1334
+ eagleEyeSetFocusOnAssociatedClueTrail(linkedWaypointPed: Entity): void {
1335
+ inv<void>('0x2AF423D6ECB2C485', this.handle, linkedWaypointPed.handle);
1336
+ }
1337
+
1338
+ /**
1339
+ * @returns
1340
+ */
1341
+ getNumMarkedDeadeyeTargets(): number {
1342
+ return inv<number>('0xCCD9B77F70D31C9D', this.handle, rai());
1343
+ }
1344
+
1345
+ /**
1346
+ * @param weaponHash Refer to [enum: eWeaponHash]
1347
+ * @returns
1348
+ */
1349
+ getWeaponDamage(weaponHash: eWeaponHash): number {
1350
+ return inv<number>('0xFE0304050261442C', this.handle, weaponHash, raf());
1351
+ }
1352
+
1353
+ /**
1354
+ * Sets the behavior of sprinting while the Eagleeye feature is active, determining whether sprinting cancels the effect based on the specified parameter.
1355
+ * old name was _EAGLE_EYE_SET_PLUS_FLAG_DISABLED this native can still be used as its declared.
1356
+ *
1357
+ * @param disabled
1358
+ */
1359
+ eagleeyeSetSprintBehavior(disabled: boolean): void {
1360
+ inv<void>('0xCE285A4413B00B7F', this.handle, disabled);
1361
+ }
1362
+
1363
+ /**
1364
+ * @param speech
1365
+ */
1366
+ setInteractionNegativeResponse(speech: string | null): void {
1367
+ inv<void>('0x98CD760DE43B612E', this.handle, speech);
1368
+ }
1369
+
1370
+ /**
1371
+ * Params: p1, p2, p3, p4 = 1.f, 0, 0, 0 in R* Scripts
1372
+ * _SPECIAL_ABILITY*
1373
+ *
1374
+ * @param p1
1375
+ * @param p2
1376
+ * @param p3
1377
+ * @param p4
1378
+ */
1379
+ N_0xFA437FA0738C370C(p1: number, p2: number, p3: number, p4: number): void {
1380
+ inv<void>('0xFA437FA0738C370C', this.handle, f(p1), p2, p3, p4);
1381
+ }
1382
+
1383
+ /**
1384
+ * @param toggle
1385
+ */
1386
+ setSimulateAiming(toggle: boolean): void {
1387
+ inv<void>('0xE0447DEF81CCDFD2', this.handle, toggle);
1388
+ }
1389
+
1390
+ /**
1391
+ * @returns
1392
+ */
1393
+ getAiDefenseModifierAgainstAi(): number {
1394
+ return inv<number>('0x2E78D822208E740A', this.handle, raf());
1395
+ }
1396
+
1397
+ /**
1398
+ * Setting player's Health recharge time to zero forces immediate health regen
1399
+ *
1400
+ * @param modifier
1401
+ */
1402
+ setHealthRechargeTimeModifier(modifier: number): void {
1403
+ inv<void>('0x535ED4605F89AB6E', this.handle, f(modifier));
1404
+ }
1405
+
1406
+ /**
1407
+ * Returns true if the given player has a valid ped.
1408
+ *
1409
+ * @returns
1410
+ */
1411
+ networkHasValidPed(): any {
1412
+ return inv<number>('0x0760D6F70EBCC05C', this.handle);
1413
+ }
1414
+
1415
+ /**
1416
+ * @param accuracy
1417
+ */
1418
+ setRemoteAccuracyFloorModifier(accuracy: number): void {
1419
+ inv<void>('0xDEE80FEDFDD43C9B', this.handle, f(accuracy));
1420
+ }
1421
+
1422
+ /**
1423
+ * @param weapon
1424
+ * @param speed
1425
+ */
1426
+ setWeaponDrawSpeed(weapon: string | number, speed: number): void {
1427
+ inv<void>('0x00EB5A760638DB55', this.handle, _h(weapon), f(speed));
1428
+ }
1429
+
1430
+ /**
1431
+ * @returns
1432
+ */
1433
+ getStaminaDepletionMultiplier(): number {
1434
+ return inv<number>('0x68A0389E0718AC8F', this.handle, raf());
1435
+ }
1436
+
1437
+ /**
1438
+ * @returns
1439
+ */
1440
+ getCurrentStealthNoise(): number {
1441
+ return inv<number>('0xD7ECC25E176ECBA5', this.handle, raf());
1442
+ }
1443
+
1444
+ /**
1445
+ * @param ped
1446
+ * @returns
1447
+ */
1448
+ isFollowingTarget(ped: Ped): any {
1449
+ return inv<number>('0xE24C64D9ADED2EF5', this.handle, ped.handle);
1450
+ }
1451
+
1452
+ /**
1453
+ * mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedMood
1454
+ *
1455
+ * @param mood Refer to [enum: ePedMood]
1456
+ */
1457
+ setMood(mood: number): void {
1458
+ inv<void>('0x39BED552DB46FFA9', this.handle, mood);
1459
+ }
1460
+
1461
+ /**
1462
+ * Params: See 0x0751D461F06E41CE
1463
+ *
1464
+ * @param ped
1465
+ * @param promptType
1466
+ * @param promptMode
1467
+ * @param enabled
1468
+ */
1469
+ modifyUiPromptForPed(ped: Ped, promptType: number, promptMode: number, enabled: boolean): void {
1470
+ inv<void>('0xA3DB37EDF9A74635', this.handle, ped.handle, promptType, promptMode, enabled);
1471
+ }
1472
+
1473
+ /**
1474
+ * Used in script function INIT_DEADEYE_SLOWDOWN
1475
+ *
1476
+ * @param p1
1477
+ */
1478
+ N_0x3ACAC8832E77BC93(p1: boolean): void {
1479
+ inv<void>('0x3ACAC8832E77BC93', this.handle, p1);
1480
+ }
1481
+
1482
+ /**
1483
+ * Disables the players ability to be wanted by lawmen
1484
+ *
1485
+ * @param disable
1486
+ */
1487
+ setDisableWantedLevel(disable: boolean): void {
1488
+ inv<void>('0x8674D138391FFB1B', this.handle, disable);
1489
+ }
1490
+
1491
+ /**
1492
+ * Disables the previously set interactive focus mode preset for a given player. see `_SET_PLAYER_INTERACTIVE_FOCUS_PRESET - 0x3C1B1807C7A415D6`
1493
+ *
1494
+ * @param name
1495
+ */
1496
+ disableInteractiveFocusPreset(name: string | null): void {
1497
+ inv<void>('0xC67A4910425F11F1', this.handle, name);
1498
+ }
1499
+
1500
+ /**
1501
+ * @param p1
1502
+ */
1503
+ setManageBuffSuperJump(p1: number): void {
1504
+ inv<void>('0x292F0B6EDC82E3A4', this.handle, f(p1));
1505
+ }
1506
+
1507
+ /**
1508
+ * @param multiplier
1509
+ */
1510
+ setSpecialAbilityMultiplier(multiplier: number): void {
1511
+ inv<void>('0x5A498FCA232F71E1', this.handle, f(multiplier));
1512
+ }
1513
+
1514
+ /**
1515
+ * @param accuracy
1516
+ */
1517
+ setLocalAccuracyFloorModifier(accuracy: number): void {
1518
+ inv<void>('0x4EA69188FBCE6A7D', this.handle, f(accuracy));
1519
+ }
1520
+
1521
+ /**
1522
+ * @param wantedLevel
1523
+ * @returns
1524
+ */
1525
+ isWantedLevelGreater(wantedLevel: number): boolean {
1526
+ return inv<boolean>('0xE1C0AD4C24324C36', this.handle, wantedLevel, rai());
1527
+ }
1528
+
1529
+ /**
1530
+ * SPECIAL_ABILITY_NONE = -1,
1531
+ * SPECIAL_ABILITY_CAR_SLOWDOWN,
1532
+ * SPECIAL_ABILITY_RAGE,
1533
+ * SPECIAL_ABILITY_BULLET_TIME,
1534
+ * SPECIAL_ABILITY_SNAPSHOT,
1535
+ * SPECIAL_ABILITY_INSULT,
1536
+ * SPECIAL_ABILITY_DEADEYE,
1537
+ * SPECIAL_ABILITY_REVIVE
1538
+ *
1539
+ * @param type
1540
+ */
1541
+ setSpecialAbilityType(type: number): void {
1542
+ inv<void>('0x00BA333DA05ADC23', this.handle, type);
1543
+ }
1544
+
1545
+ /**
1546
+ * @param toggle
1547
+ */
1548
+ setEveryoneIgnorePlayer(toggle: boolean): void {
1549
+ inv<void>('0x34630A768925B852', this.handle, toggle);
1550
+ }
1551
+
1552
+ /**
1553
+ * Sets whether this player can take cover.
1554
+ *
1555
+ * @param toggle
1556
+ */
1557
+ setCanUseCover(toggle: boolean): void {
1558
+ inv<void>('0x5EDA520F7A3BAF4E', this.handle, toggle);
1559
+ }
1560
+
1561
+ /**
1562
+ * @param ped
1563
+ */
1564
+ removeAsFollowTarget(ped: Ped): void {
1565
+ inv<void>('0x0C6B89876262A99D', this.handle, ped.handle);
1566
+ }
1567
+
1568
+ /**
1569
+ * @param weaponGroup
1570
+ * @param modifier
1571
+ */
1572
+ setWeaponGroupDamageModifier(weaponGroup: string | number, modifier: number): void {
1573
+ inv<void>('0xFC79DCC94D0A5897', this.handle, _h(weaponGroup), f(modifier));
1574
+ }
1575
+
1576
+ /**
1577
+ * @param ped
1578
+ * @param p2
1579
+ */
1580
+ N_0x84481018E668E1B8(ped: Ped, p2: any): void {
1581
+ inv<void>('0x84481018E668E1B8', this.handle, ped.handle, p2);
1582
+ }
1583
+
1584
+ /**
1585
+ * @param entity
1586
+ * @param p2
1587
+ */
1588
+ registerEagleEyeTrailsForEntity(entity: Entity, p2: any): void {
1589
+ inv<void>('0xAC67098A1E54ABB0', this.handle, entity.handle, p2);
1590
+ }
1591
+
1592
+ /**
1593
+ * @param filter
1594
+ */
1595
+ setDeadeyeTaggingConfig(filter: number): void {
1596
+ inv<void>('0x83FCD6921FC8FD05', this.handle, filter);
1597
+ }
1598
+
1599
+ /**
1600
+ * (Un)lock Eagle Eye functionality
1601
+ *
1602
+ * @param enable
1603
+ */
1604
+ enableEagleeye(enable: boolean): void {
1605
+ inv<void>('0xA63FCAD3A6FEC6D2', this.handle, enable);
1606
+ }
1607
+
1608
+ /**
1609
+ * Only used in R* SP Script short_update
1610
+ * Restores Deadeye Outer Ring
1611
+ *
1612
+ * @param amount
1613
+ */
1614
+ specialAbilityRestoreOuterRing(amount: number): void {
1615
+ inv<void>('0x2498035289B5688F', this.handle, f(amount));
1616
+ }
1617
+
1618
+ /**
1619
+ * @returns
1620
+ */
1621
+ isSpecialAbilityActive(): any {
1622
+ return inv<number>('0xB16223CB7DA965F0', this.handle);
1623
+ }
1624
+
1625
+ reportPoliceSpottedPlayer(): void {
1626
+ inv<void>('0xCBCCF73FFA69CC6B', this.handle);
1627
+ }
1628
+
1629
+ /**
1630
+ * @param p1
1631
+ * @param p2
1632
+ * @returns
1633
+ */
1634
+ getReceivedBattleEventRecently(p1: number, p2: boolean): boolean {
1635
+ return inv<boolean>('0xFB6EB8785F808551', this.handle, p1, p2, rai());
1636
+ }
1637
+
1638
+ /**
1639
+ * @returns
1640
+ */
1641
+ getSpecialAbilityMultiplier(): number {
1642
+ return inv<number>('0xAB3773E7AA1E9DCC', this.handle, raf());
1643
+ }
1644
+
1645
+ /**
1646
+ * Sets the weapon that the specified player will aim with. The weapon must already be assigned to the PED. This also determines the weapon order, specifying which weapon the player will automatically switch to when the current weapon runs out of ammo.
1647
+ *
1648
+ * @param weapon
1649
+ * @param attachSlotId
1650
+ */
1651
+ setAimWeapon(weapon: string | number, attachSlotId: number): void {
1652
+ inv<void>('0xCFFC3ECCD7A5CCEB', this.handle, _h(weapon), attachSlotId);
1653
+ }
1654
+
1655
+ /**
1656
+ * @param pos
1657
+ * @param heading
1658
+ * @param p5
1659
+ * @param p6
1660
+ * @param p7
1661
+ * @param p8
1662
+ */
1663
+ startTeleport(pos: Vector3, heading: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void {
1664
+ inv<void>('0xDF8822C55EDDA65B', this.handle, f(pos.x), f(pos.y), f(pos.z), f(heading), p5, p6, p7, p8);
1665
+ }
1666
+
1667
+ /**
1668
+ * _IS_PLAYER_A* - _IS_PLAYER_BE*
1669
+ *
1670
+ * @param ped
1671
+ * @returns
1672
+ */
1673
+ N_0xE7F8707269544B29(ped: Ped): boolean {
1674
+ return inv<boolean>('0xE7F8707269544B29', this.handle, ped.handle, rai());
1675
+ }
1676
+
1677
+ /**
1678
+ * @returns
1679
+ */
1680
+ isScriptControlOn(): boolean {
1681
+ return inv<boolean>('0xB78350754157C00F', this.handle, rai());
1682
+ }
1683
+
1684
+ /**
1685
+ * @returns
1686
+ */
1687
+ isSecondarySpecialAbilityActive(): any {
1688
+ return inv<number>('0x45AB66D02B601FA7', this.handle);
1689
+ }
1690
+
1691
+ N_0xC900A465364A85D6(): void {
1692
+ inv<void>('0xC900A465364A85D6', this.handle);
1693
+ }
1694
+
1695
+ /**
1696
+ * Returns the group ID the player is member of.
1697
+ *
1698
+ * @returns
1699
+ */
1700
+ getGroup(): number {
1701
+ return inv<number>('0x9BAB31815159ABCF', this.handle, rai());
1702
+ }
1703
+
1704
+ /**
1705
+ * Sets stamina core drains peed using ranged damage scale and melee damage scale
1706
+ *
1707
+ * @param weaponDefenseMod
1708
+ * @param meleeDefenseMod
1709
+ */
1710
+ setDefenseModifier(weaponDefenseMod: number, meleeDefenseMod: number): void {
1711
+ inv<void>('0x497A6539BB0E8787', this.handle, f(weaponDefenseMod), f(meleeDefenseMod));
1712
+ }
1713
+
1714
+ /**
1715
+ * This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.
1716
+ *
1717
+ * @param modifier
1718
+ */
1719
+ setWeaponDamageModifier(modifier: number): void {
1720
+ inv<void>('0x94D529F7B73D7A85', this.handle, f(modifier));
1721
+ }
1722
+
1723
+ /**
1724
+ * durationCost: per second
1725
+ *
1726
+ * @param durationCost
1727
+ */
1728
+ setSpecialAbilityDurationCost(durationCost: number): void {
1729
+ inv<void>('0xB783F75940B23014', this.handle, f(durationCost));
1730
+ }
1731
+
1732
+ /**
1733
+ * @returns
1734
+ */
1735
+ isTargettingAnything(): boolean {
1736
+ return inv<boolean>('0x4605C66E0F935F83', this.handle, rai());
1737
+ }
1738
+
1739
+ /**
1740
+ * @param modifier
1741
+ */
1742
+ eagleEyeSetDrainRateModifier(modifier: number): void {
1743
+ inv<void>('0xE0D6C2A146A5C993', this.handle, f(modifier));
1744
+ }
1745
+
1746
+ /**
1747
+ * @returns
1748
+ */
1749
+ getDeadEye(): number {
1750
+ return inv<number>('0xA81D24AE0AF99A5E', this.handle, raf());
1751
+ }
1752
+
1753
+ /**
1754
+ * @returns
1755
+ */
1756
+ isInScope(): any {
1757
+ return inv<number>('0x04D7F33640662FA2', this.handle);
1758
+ }
1759
+
1760
+ /**
1761
+ * SET_PLAYER_S/T*
1762
+ *
1763
+ * @param toggle
1764
+ */
1765
+ N_0x8591EE69CC3ED257(toggle: boolean): void {
1766
+ inv<void>('0x8591EE69CC3ED257', this.handle, toggle);
1767
+ }
1768
+
1769
+ /**
1770
+ * @param speedBoost
1771
+ * @param duration
1772
+ */
1773
+ boostHorseSpeedForTime(speedBoost: number, duration: number): void {
1774
+ inv<void>('0x09C28F828EE674FA', this.handle, f(speedBoost), duration);
1775
+ }
1776
+
1777
+ /**
1778
+ * @param p2
1779
+ * @param p3
1780
+ * @returns outEntity
1781
+ */
1782
+ getInteractionTargetEntity(p2: boolean, p3: boolean): [any, Entity | null] {
1783
+ const result = inv<[number, number]>('0x3EE1F7A8C32F24E1', this.handle, pvi(), p2, p3);
1784
+ return [result[0], createFromHandle<Entity>('Entity', result[1])];
1785
+ }
1786
+
1787
+ /**
1788
+ * @param toggle
1789
+ */
1790
+ setDeadeyeTaggingEnabled(toggle: boolean): void {
1791
+ inv<void>('0x6B5DDFB967E5073D', this.handle, toggle);
1792
+ }
1793
+
1794
+ /**
1795
+ * @returns
1796
+ */
1797
+ getStamina(): number {
1798
+ return inv<number>('0x0FF421E467373FCF', this.handle, raf());
1799
+ }
1800
+
1801
+ /**
1802
+ * @param modifier
1803
+ */
1804
+ setMeleeWeaponDamageModifier(modifier: number): void {
1805
+ inv<void>('0xE4CB5A3F18170381', this.handle, f(modifier));
1806
+ }
1807
+
1808
+ /**
1809
+ * @returns
1810
+ */
1811
+ hasBeenSpottedInStolenVehicle(): boolean {
1812
+ return inv<boolean>('0xC932F57F31EA9152', this.handle, rai());
1813
+ }
1814
+
1815
+ /**
1816
+ * Enables or disables the Pick Up prompt for a hat on the ground for the specified player. When set to true, the player will see a prompt to pick up the hat if they are near it.
1817
+ *
1818
+ * @param canPickup
1819
+ */
1820
+ setCanPickupHat(canPickup: boolean): void {
1821
+ inv<void>('0xACA45DDCEF6071C4', this.handle, canPickup);
1822
+ }
1823
+
1824
+ /**
1825
+ * Sets the aura color for entities that the player can target in Deadeye mode, based on a specific hash value. This Native was previously named `SetPlayerStatFlagHash`, but it has been re-evaluated and renamed to better reflect its function in controlling the Deadeye aura color for targeted entities
1826
+ * some colors
1827
+ * 0: Default aura
1828
+ * 1014693585
1829
+ * 1936842089
1830
+ * 1979474018
1831
+ *
1832
+ * @param auraColorHash
1833
+ */
1834
+ setDeadEyeAuraByHash(auraColorHash: string | number): void {
1835
+ inv<void>('0x768E81AE285A4B67', this.handle, _h(auraColorHash));
1836
+ }
1837
+
1838
+ /**
1839
+ * Returns true if PromptType is enabled for ped (mount)
1840
+ * Params: See 0x0751D461F06E41CE
1841
+ *
1842
+ * @param ped
1843
+ * @param promptType
1844
+ * @param promptMode
1845
+ * @returns
1846
+ */
1847
+ getUiPromptForPedIsEnabled(ped: Ped, promptType: number, promptMode: number): any {
1848
+ return inv<number>('0xEA8F168A76A0B9BC', this.handle, ped.handle, promptType, promptMode);
1849
+ }
1850
+
1851
+ /**
1852
+ * Applies a aura effect to nearby entities when Deadeye is active, based on a flag parameter. This includes humans, animals, vehicles, and horses pulling those vehicles. Additionally, depending on the flag value, the player's appearance may change (e.g., turning gray).
1853
+ *
1854
+ * @param flag
1855
+ */
1856
+ setDeadeyeEntityAuraWithFlag(flag: number): void {
1857
+ inv<void>('0x2B12B6FC8B8772AB', this.handle, flag);
1858
+ }
1859
+
1860
+ /**
1861
+ * @returns
1862
+ */
1863
+ getMountOwnedByPlayer(): Ped | null {
1864
+ return createFromHandle<Ped>('Ped', inv<number>('0xF49F14462F0AE27C', this.handle, rai()));
1865
+ }
1866
+
1867
+ /**
1868
+ * @param weaponHash Refer to [enum: eWeaponHash]
1869
+ * @param damageModifier
1870
+ */
1871
+ setWeaponTypeDamageModifier(weaponHash: eWeaponHash, damageModifier: number): void {
1872
+ inv<void>('0xD04AD186CE8BB129', this.handle, weaponHash, f(damageModifier));
1873
+ }
1874
+
1875
+ /**
1876
+ * Only used in script function PROCESS_PED_INTERRUPT_DIALOGUE
1877
+ * *GET_PLAYER**
1878
+ *
1879
+ * @returns ped
1880
+ */
1881
+ N_0x7AE93C45EC14A166(): [boolean, Ped | null] {
1882
+ const result = inv<[boolean, number]>('0x7AE93C45EC14A166', this.handle, pvi(), rai());
1883
+ return [!!result[0], createFromHandle<Ped>('Ped', result[1])];
1884
+ }
1885
+
1886
+ /**
1887
+ * @param speed
1888
+ * @param duration
1889
+ * @param heading
1890
+ * @param p4
1891
+ * @param p5
1892
+ */
1893
+ simulateInputGait(speed: number, duration: number, heading: number, p4: boolean, p5: boolean): void {
1894
+ inv<void>('0xFA0C063C422C4355', this.handle, f(speed), duration, f(heading), p4, p5);
1895
+ }
1896
+
1897
+ /**
1898
+ * @param p1
1899
+ * @returns
1900
+ */
1901
+ getDeadEyeMeterLevel(p1: boolean): number {
1902
+ return inv<number>('0x3A6AE4EEE30370FE', this.handle, p1, raf());
1903
+ }
1904
+
1905
+ /**
1906
+ * @param drawReductionTime
1907
+ */
1908
+ setBowDrawReductionTimeInDeadeye(drawReductionTime: number): void {
1909
+ inv<void>('0xBE0C524970892D41', this.handle, f(drawReductionTime));
1910
+ }
1911
+
1912
+ /**
1913
+ * Checks if the player can focus on tracks while in Eagle Eye mode. Returns true if the player is able to focus on a track, otherwise false.
1914
+ *
1915
+ * @returns
1916
+ */
1917
+ eagleEyeCanFocusOnTrack(): any {
1918
+ return inv<number>('0x1DA5C5B0923E1B85', this.handle);
1919
+ }
1920
+
1921
+ /**
1922
+ * @param range
1923
+ */
1924
+ eagleEyeSetRange(range: number): void {
1925
+ inv<void>('0x22C8B10802301381', this.handle, f(range));
1926
+ }
1927
+
1928
+ /**
1929
+ * *SET_SPECIAL_ABILITY**
1930
+ *
1931
+ * @param p1
1932
+ */
1933
+ N_0x4D1699543B1C023C(p1: number): void {
1934
+ inv<void>('0x4D1699543B1C023C', this.handle, f(p1));
1935
+ }
1936
+
1937
+ /**
1938
+ * Drains Deadeye by given amount.
1939
+ *
1940
+ * @param amount
1941
+ * @param p2
1942
+ */
1943
+ specialAbilityDrainByAmount(amount: number, p2: any): void {
1944
+ inv<void>('0x200114E99552462B', this.handle, f(amount), p2);
1945
+ }
1946
+
1947
+ /**
1948
+ * Returns true if the player is riding a train.
1949
+ *
1950
+ * @returns
1951
+ */
1952
+ isRidingTrain(): boolean {
1953
+ return inv<boolean>('0x2FB0ACADA6A238DD', this.handle, rai());
1954
+ }
1955
+
1956
+ /**
1957
+ * Sets whether all trails are hidden during Eagle Eye mode.
1958
+ *
1959
+ * @param hide
1960
+ */
1961
+ eagleEyeSetHideAllTrails(hide: boolean): void {
1962
+ inv<void>('0x330CA55A3647FA1C', this.handle, hide);
1963
+ }
1964
+
1965
+ /**
1966
+ * _IS_PLAYER_S* - _IS_PLAYER_T*
1967
+ *
1968
+ * @returns
1969
+ */
1970
+ N_0x621D1B289CAF5978(): boolean {
1971
+ return inv<boolean>('0x621D1B289CAF5978', this.handle, rai());
1972
+ }
1973
+
1974
+ /**
1975
+ * Decreases the damage the player receives while on horseback
1976
+ * Previous name: _SET_RECEIVED_HORSEBACK_DAMAGE_DECREASE
1977
+ *
1978
+ * @param damageDecrease
1979
+ */
1980
+ setReceivedDamageTakenOnHorsebackModifier(damageDecrease: number): void {
1981
+ inv<void>('0xB427911EA6DFFEF3', this.handle, f(damageDecrease));
1982
+ }
1983
+
1984
+ /**
1985
+ * @param toggle
1986
+ */
1987
+ setCanMercyKill(toggle: boolean): void {
1988
+ inv<void>('0x39363DFD04E91496', this.handle, toggle);
1989
+ }
1990
+
1991
+ /**
1992
+ * @param p1
1993
+ * @param discoveryHash
1994
+ * @returns
1995
+ */
1996
+ getHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): any {
1997
+ return inv<number>('0x0772F87D7B07719A', this.handle, p1, _h(discoveryHash));
1998
+ }
1999
+
2000
+ /**
2001
+ * @param speech
2002
+ */
2003
+ setInteractionPositiveResponse(speech: string | null): void {
2004
+ inv<void>('0xC6366A585659D15C', this.handle, speech);
2005
+ }
2006
+
2007
+ /**
2008
+ * This can be between 1.0f - 50.0f
2009
+ *
2010
+ * @param multiplier
2011
+ */
2012
+ setAirDragMultiplierForPlayersVehicle(multiplier: number): void {
2013
+ inv<void>('0x5DA6500FE849DA16', this.handle, f(multiplier));
2014
+ }
2015
+
2016
+ /**
2017
+ * Only applies to HUNTERCART01
2018
+ *
2019
+ * @param wagon
2020
+ */
2021
+ setHuntingWagon(wagon: Vehicle): void {
2022
+ inv<void>('0x6A4404BDFA62CE2C', this.handle, wagon.handle);
2023
+ }
2024
+
2025
+ /**
2026
+ * Applies a customizable aura effect to nearby entities when Deadeye is active, with control over aura intensity and additional behavior based on a flag parameter.
2027
+ *
2028
+ * @param p1
2029
+ * @param p2
2030
+ * @param p3
2031
+ * @param intensity
2032
+ * @param flag
2033
+ */
2034
+ setDeadeyeEntityAuraIntensityWithFlag(p1: number, p2: number, p3: number, intensity: number, flag: number): void {
2035
+ inv<void>('0x131E294EF60160DF', this.handle, f(p1), f(p2), f(p3), f(intensity), flag);
2036
+ }
2037
+
2038
+ /**
2039
+ * @param target
2040
+ */
2041
+ setBountyTarget(target: Player): void {
2042
+ inv<void>('0x6ADF821FBF21920E', this.handle, target.handle);
2043
+ }
2044
+
2045
+ /**
2046
+ * Retrieves whether all trails are currently hidden during Eagle Eye mode for the specified player.
2047
+ *
2048
+ * @returns
2049
+ */
2050
+ eagleEyeAreAllTrailsHidden(): any {
2051
+ return inv<number>('0xA62BBAAE67A05BB0', this.handle);
2052
+ }
2053
+
2054
+ /**
2055
+ * @returns
2056
+ */
2057
+ getIsDeadeyeTaggingEnabled(): any {
2058
+ return inv<number>('0x32348719DCED2969', this.handle);
2059
+ }
2060
+
2061
+ }
2062
+
2063
+ registerHandle('Player', Player);