@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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  641. package/src/types/Vector3.ts +41 -0
  642. package/src/types/Vector4.ts +42 -0
@@ -0,0 +1,1309 @@
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 { Vector3 } from '../types/Vector3';
6
+ import { IHandle } from '../types/IHandle';
7
+ export declare class Player implements IHandle {
8
+ handle: number;
9
+ constructor(handle: number);
10
+ static fromHandle(handle: number): Player | null;
11
+ /**
12
+ * @param weaponGroup
13
+ * @param toggle
14
+ */
15
+ setWeaponGroupAsInstantKill(weaponGroup: string | number, toggle: boolean): void;
16
+ /**
17
+ * Returns false if PromptType is enabled
18
+ * Params: See 0x0751D461F06E41CE
19
+ *
20
+ * @param promptType
21
+ * @param promptMode
22
+ * @returns
23
+ */
24
+ getUiPromptIsDisabled(promptType: number, promptMode: number): any;
25
+ /**
26
+ * @param toggle
27
+ */
28
+ setLockonToFriendlyPlayers(toggle: boolean): void;
29
+ /**
30
+ * Activates the Surrender prompt for the specified player in the current frame.
31
+ *
32
+ * @param targetPed
33
+ * @param promptOrder
34
+ * @param p3
35
+ */
36
+ setCooperatePromptThisFrame(targetPed: Ped, promptOrder: number, p3: boolean): void;
37
+ /**
38
+ * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePlayerResetFlags
39
+ * https://github.com/femga/rdr3_discoveries/tree/master/AI/PLAYER_RESET_FLAGS
40
+ *
41
+ * @param playerResetFlag
42
+ * @param p2
43
+ */
44
+ setResetFlag(playerResetFlag: number, p2: boolean): void;
45
+ /**
46
+ * @returns
47
+ */
48
+ getWantedLevel(): number;
49
+ /**
50
+ * @param closeRangeLowerBound
51
+ * @param closeRangeUpperBound
52
+ */
53
+ setDamageCloseDistanceBonus(closeRangeLowerBound: number, closeRangeUpperBound: number): void;
54
+ /**
55
+ * @param multiplier
56
+ */
57
+ setSneakingNoiseMultiplier(multiplier: number): void;
58
+ /**
59
+ * Sets the player's team.
60
+ *
61
+ * @param team
62
+ * @param bRestrictToThisScript
63
+ */
64
+ setTeam(team: number, bRestrictToThisScript: boolean): void;
65
+ /**
66
+ * Checks if the player's Deadeye ability is enabled.
67
+ *
68
+ * @returns
69
+ */
70
+ isSpecialAbilityEnabled(): any;
71
+ /**
72
+ * Sets Player's Defense against AI modifier
73
+ *
74
+ * @param modifier
75
+ */
76
+ setAiDefenseModifierAgainstAi(modifier: number): void;
77
+ /**
78
+ * Gets the player's team.
79
+ * Returns -1 in singleplayer.
80
+ *
81
+ * @returns
82
+ */
83
+ getTeam(): number;
84
+ /**
85
+ * @returns
86
+ */
87
+ getHealthRechargeMultiplier(): number;
88
+ /**
89
+ * Used in script function: NET_AUTO_FOLLOW_UPDATE_LEADER_VALUES
90
+ * followMode:
91
+ * HORSEFOLLOWMODE_AUTO = 0,
92
+ * HORSEFOLLOWMODE_SIDE_ONLY,
93
+ * HORSEFOLLOWMODE_BEHIND_ONLY,
94
+ * HORSEFOLLOWMODE_BEHIND_AND_SIDE,
95
+ * HORSEFOLLOWMODE_BEHIND_CLOSE
96
+ * followPriority:
97
+ * HORSEFOLLOWPRIORITY_STEER_ASSIST = 0,
98
+ * HORSEFOLLOWPRIORITY_AMBIENT,
99
+ * HORSEFOLLOWPRIORITY_NORMAL,
100
+ * HORSEFOLLOWPRIORITY_HIGH
101
+ *
102
+ * @param ped
103
+ * @param p2
104
+ * @param p3
105
+ * @param followMode
106
+ * @param followPriority
107
+ * @param p6
108
+ */
109
+ addAsFollowTarget(ped: Ped, p2: number, p3: number, followMode: number, followPriority: number, p6: boolean): void;
110
+ /**
111
+ * Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names
112
+ *
113
+ * @param promptTextKey
114
+ */
115
+ setPromptLeaveText(promptTextKey: string | null): void;
116
+ /**
117
+ * Retrieves the number of marks placed on a PED when Deadeye mode is active for the specified player.
118
+ *
119
+ * @param ped
120
+ * @returns
121
+ */
122
+ getNumDeadeyeMarksOnPed(ped: Ped): any;
123
+ /**
124
+ * @returns
125
+ */
126
+ getPed2(): Ped | null;
127
+ /**
128
+ * @param p1
129
+ * @returns
130
+ */
131
+ getIsUiPromptActive(p1: number): any;
132
+ /**
133
+ * @param horse
134
+ * @returns
135
+ */
136
+ setPedAsTempHorse(horse: Ped): any;
137
+ /**
138
+ * Restores Deadeye by given amount.
139
+ * Params: p2, p3, p4 = 0, 0, 1 in R* Scripts
140
+ *
141
+ * @param amount
142
+ * @param p2
143
+ * @param p3
144
+ * @param p4
145
+ */
146
+ specialAbilityRestoreByAmount(amount: number, p2: number, p3: number, p4: number): void;
147
+ /**
148
+ * Only used in R* SP Script short_update
149
+ *
150
+ * @param delay
151
+ */
152
+ setDeadeyeAbilityDepletionDelay(delay: number): void;
153
+ /**
154
+ * Swim speed multiplier.
155
+ * Multiplier goes up to 1.49f
156
+ *
157
+ * @param multiplier
158
+ */
159
+ setSwimMultiplierForPlayer(multiplier: number): void;
160
+ /**
161
+ * @returns
162
+ */
163
+ isDead(): boolean;
164
+ /**
165
+ * @param ped
166
+ * @param p2
167
+ */
168
+ N_0x310CE349E0C0EC4B(ped: Ped, p2: number): void;
169
+ /**
170
+ * Clears all Eagle Eye trails that were registered for entities associated with the specified player.
171
+ */
172
+ eagleEyeClearRegisteredTrails(): void;
173
+ /**
174
+ * @param enable
175
+ */
176
+ enableCustomDeadeyeAbility(enable: boolean): void;
177
+ /**
178
+ * Returns the player's invincibility status.
179
+ *
180
+ * @returns
181
+ */
182
+ getInvincible(): boolean;
183
+ resetArrestState(): void;
184
+ /**
185
+ * Toggle handles wether Deadeye and Eagleeye are infinite or not.
186
+ *
187
+ * @param toggle
188
+ */
189
+ modifyInfiniteTrailVision(toggle: boolean): void;
190
+ /**
191
+ * Simply sets you as invincible (Health will not deplete).
192
+ *
193
+ * @param toggle
194
+ */
195
+ setInvincible(toggle: boolean): void;
196
+ /**
197
+ * Returns whether the player can control himself.
198
+ *
199
+ * @returns
200
+ */
201
+ isControlOn(): boolean;
202
+ /**
203
+ * @param vehicle
204
+ */
205
+ setMayOnlyEnterThisVehicle(vehicle: Vehicle): void;
206
+ /**
207
+ * @param disabled
208
+ */
209
+ specialAbilitySetDisabled(disabled: boolean): void;
210
+ /**
211
+ * @param ammoType
212
+ * @param amount
213
+ */
214
+ setMaxAmmoOverrideForAmmoType(ammoType: string | number, amount: number): void;
215
+ /**
216
+ * @param p1
217
+ */
218
+ eagleEyeSetTrackingUpgrade2(p1: number): void;
219
+ setAllNeutralRandomPedsFleeThisFrame(): void;
220
+ /**
221
+ * @param p1
222
+ */
223
+ restoreStamina(p1: number): void;
224
+ /**
225
+ * @returns
226
+ */
227
+ getCachedDeadEyeAmount(): number;
228
+ clearHasDamagedAtLeastOnePed(): void;
229
+ /**
230
+ * @param entity
231
+ * @param p2
232
+ * @returns
233
+ */
234
+ isTargettingEntity(entity: Entity, p2: boolean): boolean;
235
+ /**
236
+ * If player has less Dead Eye than required, Dead Eye cant be triggered.
237
+ *
238
+ * @returns
239
+ */
240
+ getRequiredDeadEyeAmount(): number;
241
+ /**
242
+ * @param p1
243
+ */
244
+ N_0x263D69767F76059C(p1: number): void;
245
+ /**
246
+ * Make sure to request the model first and wait until it has loaded.
247
+ *
248
+ * @param modelHash
249
+ * @param p2
250
+ */
251
+ setModel(modelHash: string | number, p2: boolean): void;
252
+ /**
253
+ * @param toggle
254
+ */
255
+ setLockon(toggle: boolean): void;
256
+ /**
257
+ * 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.
258
+ * 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.
259
+ *
260
+ * @param flag
261
+ * @param allow
262
+ */
263
+ setHatAccess(flag: number, allow: boolean): void;
264
+ /**
265
+ * @param closeDamageBonus
266
+ */
267
+ setDamageCloseDistanceBonusTotal(closeDamageBonus: number): void;
268
+ /**
269
+ * Params: p1 = -1 in R* Scripts
270
+ *
271
+ * @param p1
272
+ * @param p2
273
+ */
274
+ specialAbilityStartRestore(p1: number, p2: boolean): void;
275
+ /**
276
+ * @param multiplier
277
+ */
278
+ setStaminaSprintDepletionMultiplier(multiplier: number): void;
279
+ /**
280
+ * @param p1
281
+ */
282
+ eagleEyeSetTrackingUpgrade(p1: number): void;
283
+ /**
284
+ * Get the entity the player is aiming at with/without weapon.
285
+ *
286
+ * @returns entity
287
+ */
288
+ getInteractionAimEntity(): [boolean, Entity | null];
289
+ /**
290
+ * @param modifier
291
+ */
292
+ setWeaponDefenseModifier(modifier: number): void;
293
+ /**
294
+ * @returns
295
+ */
296
+ hasDamagedAtLeastOneNonAnimalPed(): boolean;
297
+ /**
298
+ * @returns
299
+ */
300
+ getDeadeyeAbilityLevel(): number;
301
+ /**
302
+ * This native is used to determine if the player has an active lockon an entity while riding a horse.
303
+ *
304
+ * @returns
305
+ */
306
+ isOnMountLockonEntity(): boolean;
307
+ suppressWitnessesCallingPoliceThisFrame(): void;
308
+ /**
309
+ * bullet damage modifier: type = 4
310
+ * explosive damage Defense mod: type = 7
311
+ * fire damage Defense mod: type = 8, 15
312
+ *
313
+ * @param type
314
+ * @param defenseModifier
315
+ */
316
+ setDefenseTypeModifier(type: number, defenseModifier: number): void;
317
+ /**
318
+ * *CLEAR_FACIAL** - _CLEAR_PED_BLOOD*
319
+ */
320
+ N_0xF21C7A3F3FFBA629(): void;
321
+ /**
322
+ * Associates a specific interactive focus mode preset between a player and a ped, with a specified location and target entity.
323
+ * To access all available presets, refer to the file located at: `/update_1.rpf/common/data/interactive_focus_mode_presets.meta`
324
+ *
325
+ * @param ped
326
+ * @param preset
327
+ * @param pos
328
+ * @param targetEntity
329
+ * @param name
330
+ */
331
+ addAmbientInteractiveFocusPreset(ped: Ped, preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): void;
332
+ /**
333
+ * 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`
334
+ */
335
+ resetDeadeyeAuraEffect(): void;
336
+ /**
337
+ * @param accuracy
338
+ */
339
+ setTotalAccuracyModifier(accuracy: number): void;
340
+ /**
341
+ * @returns
342
+ */
343
+ getVehicleOwnedByPlayer(): Vehicle | null;
344
+ /**
345
+ * Activates EagleEye, called together with 0x28A13BF6B05C3D83
346
+ */
347
+ secondarySpecialAbilitySetActive(): void;
348
+ /**
349
+ * _GET_A* - _GET_C*
350
+ *
351
+ * @returns
352
+ */
353
+ N_0x927861B2C08DBEA5(): boolean;
354
+ /**
355
+ * 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
356
+ * only stores the last 3 hits in the data view buffer
357
+ * duration is in miliseconds
358
+ * you need dataview
359
+ *
360
+ * @param duration
361
+ * @returns struct
362
+ */
363
+ getPedsDamagedByRecently(duration: number): [boolean, number];
364
+ /**
365
+ * @param multiplier
366
+ */
367
+ setStaminaRechargeMultiplier(multiplier: number): void;
368
+ /**
369
+ * Deactivates EagleEye, called together with 0xC0B21F235C02139C
370
+ *
371
+ * @param disabled
372
+ */
373
+ secondarySpecialAbilitySetDisabled(disabled: boolean): void;
374
+ /**
375
+ * @returns
376
+ */
377
+ updateTeleport(): boolean;
378
+ resetInputGait(): void;
379
+ /**
380
+ * Activates the special ability for the specified player.
381
+ */
382
+ specialAbilitySetActivate(): void;
383
+ clearHasDamagedAtLeastOneNonAnimalPed(): void;
384
+ /**
385
+ * @param modifier
386
+ */
387
+ setWeaponDegradationModifier(modifier: number): void;
388
+ /**
389
+ * Only used in R* SP Script short_update
390
+ *
391
+ * @param timer
392
+ */
393
+ setSpecialAbilityDisableTimer(timer: number): void;
394
+ /**
395
+ * @param abilityType
396
+ * @param toggle
397
+ */
398
+ setDeadeyeAbilityLocked(abilityType: number, toggle: boolean): void;
399
+ /**
400
+ * playerResetFlag: See 0x9F9A829C6751F3C7
401
+ *
402
+ * @param playerResetFlag
403
+ * @returns
404
+ */
405
+ getResetFlag(playerResetFlag: number): any;
406
+ /**
407
+ * Returns TRUE if the player ('s ped) is climbing at the moment.
408
+ *
409
+ * @returns
410
+ */
411
+ isClimbing(): boolean;
412
+ /**
413
+ * @returns Refer to [enum: ePedMood]
414
+ */
415
+ getMood(): number;
416
+ clearBountyTarget(): void;
417
+ /**
418
+ * Focus Fire VFX start for player: p1 = focusfire
419
+ *
420
+ * @param p1
421
+ */
422
+ setLockonFocusFireVfx(p1: string | null): void;
423
+ /**
424
+ * Params: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePromptType
425
+ * promptType is mostly 34 (PP_TRACK_ANIMAL), promptMode = 0 (PP_MODE_BLOCK) in R* Scripts
426
+ *
427
+ * @param promptType
428
+ * @param promptMode
429
+ * @param disabled
430
+ */
431
+ modifyUiPrompt(promptType: number, promptMode: number, disabled: boolean): void;
432
+ /**
433
+ * @param p1
434
+ * @returns
435
+ */
436
+ getMaxDeadEye(p1: any): number;
437
+ /**
438
+ * @param toggle
439
+ * @param ped
440
+ * @param p3
441
+ * @param p4
442
+ */
443
+ setForcedAim(toggle: boolean, ped: Ped, p3: number, p4: boolean): void;
444
+ N_0x93624B36E8851B42(): void;
445
+ /**
446
+ * @param abilityType
447
+ * @returns
448
+ */
449
+ isDeadeyeAbilityLocked(abilityType: number): any;
450
+ /**
451
+ * @param ped
452
+ * @param useSteerassist
453
+ */
454
+ N_0x1FDA57E8908F2609(ped: Ped, useSteerassist: boolean): void;
455
+ /**
456
+ * Returns Deadeye value from player
457
+ *
458
+ * @returns
459
+ */
460
+ specialAbilityGetAmountCached(): number;
461
+ /**
462
+ * @param vehicle
463
+ */
464
+ setOwnsVehicle(vehicle: Vehicle): void;
465
+ /**
466
+ * @returns
467
+ */
468
+ hasDamagedAtLeastOnePed(): boolean;
469
+ /**
470
+ * Seems to enable active horse equipment prompt when being near it and enables the control that opens the inventory as well
471
+ *
472
+ * @param mount
473
+ */
474
+ setOwnsMount(mount: Ped): void;
475
+ /**
476
+ * nullsub, doesn't do anything
477
+ */
478
+ clearWantedLevel(): void;
479
+ /**
480
+ * Does the same like PLAYER::GET_PLAYER_PED
481
+ *
482
+ * @returns
483
+ */
484
+ getPedScriptIndex(): Ped | null;
485
+ /**
486
+ * Retrieves the ID of the ped that the specified player is currently tracking while in Eagle Eye mode.
487
+ *
488
+ * @returns
489
+ */
490
+ eagleEyeGetTrackedPedId(): any;
491
+ /**
492
+ * @returns Returns the player name, or if the player doesn't exist, it returns "**Invalid**"
493
+ */
494
+ getName(): string | null;
495
+ /**
496
+ * Seems to work similar to 0xD2CB0FB0FDCB473D
497
+ *
498
+ * @param horse
499
+ */
500
+ setPedActiveHorse(horse: Ped): void;
501
+ /**
502
+ * Name could potentially be inaccurate.
503
+ * Used in Script Function HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = true)
504
+ * _SET_PLAYER_L* - _SET_PLAYER_M*
505
+ *
506
+ * @param active
507
+ */
508
+ setMountStateActive(active: boolean): void;
509
+ /**
510
+ * _IS_PLAYER_I* - _IS_PLAYER_P*
511
+ *
512
+ * @returns p1
513
+ */
514
+ N_0xB331D8A73F9D2BDF(): [boolean, number];
515
+ /**
516
+ * Inhibits the player from using any method of combat including melee and firearms. NOTE: Only disables the firing for one frame
517
+ *
518
+ * @param toggle
519
+ */
520
+ disableFiring(toggle: boolean): void;
521
+ specialAbilitySetEagleEyeDisabled(): void;
522
+ /**
523
+ * Sets the sit prompt for a specific player using a predefined text entry. use game strings like PLAYER_SIT or use custom with
524
+ * AddTextEntry("sit_custom", "Take a seat")
525
+ * this native must be invoked
526
+ * https://imgur.com/gallery/0x988c9045531b9fce-9bTHgkv
527
+ *
528
+ * @param label
529
+ */
530
+ setSitPromptText(label: string | null): void;
531
+ updateWantedPositionThisFrame(): void;
532
+ /**
533
+ * @param entity
534
+ */
535
+ unregisterEagleEyeForEntity(entity: Entity): void;
536
+ /**
537
+ * @param farRangeLowerBound
538
+ * @param farRangeUpperBound
539
+ */
540
+ setDamageFarDistanceBonus(farRangeLowerBound: number, farRangeUpperBound: number): void;
541
+ /**
542
+ * Sets the melee combat prompt for a specific player using a predefined text entry. use game string or
543
+ * AddTextEntry("custom_text", "Throw a punch") and use custom_text in the native
544
+ *
545
+ * @param label
546
+ */
547
+ setMeleePromptText(label: string | null): void;
548
+ /**
549
+ * Used in script function INIT_DEADEYE_SLOWDOWN
550
+ *
551
+ * @param p1
552
+ */
553
+ N_0x570A13A4CA2799BB(p1: boolean): void;
554
+ /**
555
+ * @param activationCost
556
+ * @param p2
557
+ */
558
+ setSpecialAbilityActivationCost(activationCost: number, p2: number): void;
559
+ /**
560
+ * Used for setting up eagle eye for entity
561
+ * Params: p2 = re-register or not?
562
+ *
563
+ * @param entity
564
+ * @param p2
565
+ */
566
+ registerEagleEyeForEntity(entity: Entity, p2: boolean): void;
567
+ /**
568
+ * @param p1
569
+ */
570
+ N_0x22B3CABEDDB538B2(p1: number): void;
571
+ /**
572
+ * @param modifier
573
+ */
574
+ setExplosiveWeaponDamageModifier(modifier: number): void;
575
+ /**
576
+ * 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
577
+ *
578
+ * @returns
579
+ */
580
+ isMountOnRoad(): any;
581
+ /**
582
+ * @param entity
583
+ * @returns
584
+ */
585
+ isEagleEyeRegisteredForEntity(entity: Entity): any;
586
+ /**
587
+ * Max level is 5.
588
+ *
589
+ * @param level
590
+ */
591
+ setDeadeyeAbilityLevel(level: number): void;
592
+ /**
593
+ * 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.
594
+ *
595
+ * @param enable
596
+ */
597
+ setPickupPromptVisible(enable: boolean): void;
598
+ /**
599
+ * @param mount
600
+ */
601
+ setPedAsSaddleHorseForPlayer(mount: Ped): void;
602
+ /**
603
+ * @returns
604
+ */
605
+ getActiveHorseForPlayer(): Ped | null;
606
+ /**
607
+ * @param entity
608
+ * @param p2
609
+ */
610
+ unregisterEagleEyeTrailsForEntity(entity: Entity, p2: any): void;
611
+ /**
612
+ * Resetter for 0x4DBC4873707E8FD6, sets x, y, z to 1.0
613
+ */
614
+ N_0xCEDC16930526F728(): void;
615
+ /**
616
+ * @param ped
617
+ * @param p2
618
+ */
619
+ N_0xDD33A82352C4652F(ped: Ped, p2: number): void;
620
+ /**
621
+ * _RESET_PLAYER_A* - _RESET_PLAYER_I*
622
+ */
623
+ N_0x1F488807BC8E0630(): void;
624
+ /**
625
+ * @param p1
626
+ */
627
+ N_0x4EC8BE63B8A5D4EF(p1: number): void;
628
+ /**
629
+ * @returns
630
+ */
631
+ canStartMission(): boolean;
632
+ /**
633
+ * Adds an interactive focus mode preset between a player and a specific set of coordinates with a target entity.
634
+ * To access all available presets, refer to the file located at:update_1.rpf.common.data.interactive_focus_mode_presets.meta
635
+ *
636
+ * @param preset
637
+ * @param pos
638
+ * @param targetEntity
639
+ * @param name
640
+ * @returns p1
641
+ */
642
+ addAmbientInteractiveFocusPresetAtCoords(preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): Vector3;
643
+ /**
644
+ * @returns
645
+ */
646
+ getStaminaRechargeMultiplier(): number;
647
+ /**
648
+ * Returns the depletion delay value for the Deadeye ability that was previously set using `SetDeadeyeAbilityDepletionDelay - 0x870634493CB4372C`
649
+ *
650
+ * @returns
651
+ */
652
+ getDeadeyeAbilityDepletionDelay(): any;
653
+ /**
654
+ * @returns
655
+ */
656
+ isReadyForCutscene(): boolean;
657
+ /**
658
+ * @param p1
659
+ */
660
+ N_0x216BC0D3D2E413D2(p1: any): void;
661
+ /**
662
+ * nullsub, doesn't do anything
663
+ *
664
+ * @param wantedLevel
665
+ * @param disableNoMission
666
+ */
667
+ setWantedLevel(wantedLevel: number, disableNoMission: boolean): void;
668
+ /**
669
+ * false: default eagleeye color
670
+ * true: green eagleeye color
671
+ *
672
+ * @param p1
673
+ * @returns p2
674
+ */
675
+ eagleEyeSetColor(p1: boolean): number;
676
+ /**
677
+ * *SET_PLAYER_DAMAGE** - *SET_PLAYER_DEFENSE**
678
+ *
679
+ * @param p1
680
+ */
681
+ N_0x818241B3EDA84191(p1: boolean): void;
682
+ /**
683
+ * @returns
684
+ */
685
+ getPed(): Ped | null;
686
+ /**
687
+ * 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).
688
+ *
689
+ * @param toggle
690
+ */
691
+ setAllRandomPedsFlee(toggle: boolean): void;
692
+ /**
693
+ * @param p1
694
+ * @param discoveryHash
695
+ */
696
+ setHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): void;
697
+ /**
698
+ * @returns entity
699
+ */
700
+ getEntityIsFreeAimingAt(): [boolean, Entity | null];
701
+ /**
702
+ * @returns
703
+ */
704
+ getTempHorse(): Ped | null;
705
+ /**
706
+ * 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
707
+ * duration is in miliseconds
708
+ *
709
+ * @param duration
710
+ * @returns
711
+ */
712
+ hasDamagedAnyPedRecently(duration: number): boolean;
713
+ /**
714
+ * @returns entity
715
+ */
716
+ getTargetEntity(): [boolean, Entity | null];
717
+ /**
718
+ * @returns Returns true if the ped has a ped, and the ped is alive and not arrested.
719
+ */
720
+ isPlaying(): boolean;
721
+ /**
722
+ * @returns
723
+ */
724
+ getSaddleHorseForPlayer(): Ped | null;
725
+ /**
726
+ * Affects the range of auto aim target.
727
+ *
728
+ * @param range
729
+ */
730
+ setLockonRangeOverride(range: number): void;
731
+ /**
732
+ * @returns
733
+ */
734
+ getHuntingWagon(): Vehicle | null;
735
+ /**
736
+ * @param modifier
737
+ */
738
+ setTrampleDamageModifier(modifier: number): void;
739
+ /**
740
+ * Checks if player is focused on any entity
741
+ *
742
+ * @returns
743
+ */
744
+ isFreeFocusing(): any;
745
+ /**
746
+ * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eSetPlayerControlFlags
747
+ *
748
+ * @param toggle
749
+ * @param flags
750
+ * @param bPreventHeadingChange
751
+ */
752
+ setControl(toggle: boolean, flags: number, bPreventHeadingChange: boolean): void;
753
+ /**
754
+ * Returns true if eagle eye is enabled for the player
755
+ *
756
+ * @returns
757
+ */
758
+ isSecondarySpecialAbilityEnabled(): boolean;
759
+ /**
760
+ * @param multiplier
761
+ */
762
+ setNoiseMultiplier(multiplier: number): void;
763
+ /**
764
+ * Gets a value indicating whether the specified player is currently aiming freely.
765
+ *
766
+ * @returns
767
+ */
768
+ isFreeAiming(): boolean;
769
+ /**
770
+ * @param showingInfoCard
771
+ */
772
+ setShowInfoCard(showingInfoCard: boolean): void;
773
+ /**
774
+ * @param regenRate
775
+ */
776
+ setHealthRechargeMultiplier(regenRate: number): void;
777
+ /**
778
+ * damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP
779
+ *
780
+ * @param damageInfo
781
+ */
782
+ setDamageInfoOverride(damageInfo: string | null): void;
783
+ /**
784
+ * Sets whether this player can be hassled by gangs.
785
+ *
786
+ * @param toggle
787
+ */
788
+ setCanBeHassledByGangs(toggle: boolean): void;
789
+ /**
790
+ * 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.
791
+ *
792
+ * @param bitflag
793
+ */
794
+ clearDeadeyeAuraIntensityWithFlag(bitflag: number): void;
795
+ /**
796
+ * Decreases Stamina bar drain speed by % when drawing a bow.
797
+ *
798
+ * @param staminaDrain
799
+ */
800
+ setBowStaminaDrainSpeed(staminaDrain: number): void;
801
+ setAllRandomPedsFleeThisFrame(): void;
802
+ /**
803
+ * Unsure what it does, sets a Vector on the CPlayerInfo but it doesn't? look like its used anywhere
804
+ *
805
+ * @param pos
806
+ */
807
+ N_0x4DBC4873707E8FD6(pos: Vector3): void;
808
+ /**
809
+ * _SET_PLAYER_A* - _SET_PLAYER_C*
810
+ *
811
+ * @param damage
812
+ */
813
+ setLassoDamagePerSecond(damage: number): void;
814
+ /**
815
+ * 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.
816
+ *
817
+ * @param atArresting
818
+ * @returns
819
+ */
820
+ isBeingArrested(atArresting: boolean): boolean;
821
+ /**
822
+ * Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
823
+ *
824
+ * @param entity
825
+ * @returns
826
+ */
827
+ isFreeAimingAtEntity(entity: Entity): boolean;
828
+ /**
829
+ * @param farDamageBonus
830
+ */
831
+ setDamageFarDistanceBonusTotal(farDamageBonus: number): void;
832
+ setMayNotEnterAnyVehicle(): void;
833
+ /**
834
+ * @returns
835
+ */
836
+ getHealth(): number;
837
+ resetWantedLevelDifficulty(): void;
838
+ /**
839
+ * @param linkedWaypointPed
840
+ */
841
+ eagleEyeSetFocusOnAssociatedClueTrail(linkedWaypointPed: Entity): void;
842
+ /**
843
+ * @returns
844
+ */
845
+ getNumMarkedDeadeyeTargets(): number;
846
+ /**
847
+ * @param weaponHash Refer to [enum: eWeaponHash]
848
+ * @returns
849
+ */
850
+ getWeaponDamage(weaponHash: eWeaponHash): number;
851
+ /**
852
+ * Sets the behavior of sprinting while the Eagleeye feature is active, determining whether sprinting cancels the effect based on the specified parameter.
853
+ * old name was _EAGLE_EYE_SET_PLUS_FLAG_DISABLED this native can still be used as its declared.
854
+ *
855
+ * @param disabled
856
+ */
857
+ eagleeyeSetSprintBehavior(disabled: boolean): void;
858
+ /**
859
+ * @param speech
860
+ */
861
+ setInteractionNegativeResponse(speech: string | null): void;
862
+ /**
863
+ * Params: p1, p2, p3, p4 = 1.f, 0, 0, 0 in R* Scripts
864
+ * _SPECIAL_ABILITY*
865
+ *
866
+ * @param p1
867
+ * @param p2
868
+ * @param p3
869
+ * @param p4
870
+ */
871
+ N_0xFA437FA0738C370C(p1: number, p2: number, p3: number, p4: number): void;
872
+ /**
873
+ * @param toggle
874
+ */
875
+ setSimulateAiming(toggle: boolean): void;
876
+ /**
877
+ * @returns
878
+ */
879
+ getAiDefenseModifierAgainstAi(): number;
880
+ /**
881
+ * Setting player's Health recharge time to zero forces immediate health regen
882
+ *
883
+ * @param modifier
884
+ */
885
+ setHealthRechargeTimeModifier(modifier: number): void;
886
+ /**
887
+ * Returns true if the given player has a valid ped.
888
+ *
889
+ * @returns
890
+ */
891
+ networkHasValidPed(): any;
892
+ /**
893
+ * @param accuracy
894
+ */
895
+ setRemoteAccuracyFloorModifier(accuracy: number): void;
896
+ /**
897
+ * @param weapon
898
+ * @param speed
899
+ */
900
+ setWeaponDrawSpeed(weapon: string | number, speed: number): void;
901
+ /**
902
+ * @returns
903
+ */
904
+ getStaminaDepletionMultiplier(): number;
905
+ /**
906
+ * @returns
907
+ */
908
+ getCurrentStealthNoise(): number;
909
+ /**
910
+ * @param ped
911
+ * @returns
912
+ */
913
+ isFollowingTarget(ped: Ped): any;
914
+ /**
915
+ * mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedMood
916
+ *
917
+ * @param mood Refer to [enum: ePedMood]
918
+ */
919
+ setMood(mood: number): void;
920
+ /**
921
+ * Params: See 0x0751D461F06E41CE
922
+ *
923
+ * @param ped
924
+ * @param promptType
925
+ * @param promptMode
926
+ * @param enabled
927
+ */
928
+ modifyUiPromptForPed(ped: Ped, promptType: number, promptMode: number, enabled: boolean): void;
929
+ /**
930
+ * Used in script function INIT_DEADEYE_SLOWDOWN
931
+ *
932
+ * @param p1
933
+ */
934
+ N_0x3ACAC8832E77BC93(p1: boolean): void;
935
+ /**
936
+ * Disables the players ability to be wanted by lawmen
937
+ *
938
+ * @param disable
939
+ */
940
+ setDisableWantedLevel(disable: boolean): void;
941
+ /**
942
+ * Disables the previously set interactive focus mode preset for a given player. see `_SET_PLAYER_INTERACTIVE_FOCUS_PRESET - 0x3C1B1807C7A415D6`
943
+ *
944
+ * @param name
945
+ */
946
+ disableInteractiveFocusPreset(name: string | null): void;
947
+ /**
948
+ * @param p1
949
+ */
950
+ setManageBuffSuperJump(p1: number): void;
951
+ /**
952
+ * @param multiplier
953
+ */
954
+ setSpecialAbilityMultiplier(multiplier: number): void;
955
+ /**
956
+ * @param accuracy
957
+ */
958
+ setLocalAccuracyFloorModifier(accuracy: number): void;
959
+ /**
960
+ * @param wantedLevel
961
+ * @returns
962
+ */
963
+ isWantedLevelGreater(wantedLevel: number): boolean;
964
+ /**
965
+ * SPECIAL_ABILITY_NONE = -1,
966
+ * SPECIAL_ABILITY_CAR_SLOWDOWN,
967
+ * SPECIAL_ABILITY_RAGE,
968
+ * SPECIAL_ABILITY_BULLET_TIME,
969
+ * SPECIAL_ABILITY_SNAPSHOT,
970
+ * SPECIAL_ABILITY_INSULT,
971
+ * SPECIAL_ABILITY_DEADEYE,
972
+ * SPECIAL_ABILITY_REVIVE
973
+ *
974
+ * @param type
975
+ */
976
+ setSpecialAbilityType(type: number): void;
977
+ /**
978
+ * @param toggle
979
+ */
980
+ setEveryoneIgnorePlayer(toggle: boolean): void;
981
+ /**
982
+ * Sets whether this player can take cover.
983
+ *
984
+ * @param toggle
985
+ */
986
+ setCanUseCover(toggle: boolean): void;
987
+ /**
988
+ * @param ped
989
+ */
990
+ removeAsFollowTarget(ped: Ped): void;
991
+ /**
992
+ * @param weaponGroup
993
+ * @param modifier
994
+ */
995
+ setWeaponGroupDamageModifier(weaponGroup: string | number, modifier: number): void;
996
+ /**
997
+ * @param ped
998
+ * @param p2
999
+ */
1000
+ N_0x84481018E668E1B8(ped: Ped, p2: any): void;
1001
+ /**
1002
+ * @param entity
1003
+ * @param p2
1004
+ */
1005
+ registerEagleEyeTrailsForEntity(entity: Entity, p2: any): void;
1006
+ /**
1007
+ * @param filter
1008
+ */
1009
+ setDeadeyeTaggingConfig(filter: number): void;
1010
+ /**
1011
+ * (Un)lock Eagle Eye functionality
1012
+ *
1013
+ * @param enable
1014
+ */
1015
+ enableEagleeye(enable: boolean): void;
1016
+ /**
1017
+ * Only used in R* SP Script short_update
1018
+ * Restores Deadeye Outer Ring
1019
+ *
1020
+ * @param amount
1021
+ */
1022
+ specialAbilityRestoreOuterRing(amount: number): void;
1023
+ /**
1024
+ * @returns
1025
+ */
1026
+ isSpecialAbilityActive(): any;
1027
+ reportPoliceSpottedPlayer(): void;
1028
+ /**
1029
+ * @param p1
1030
+ * @param p2
1031
+ * @returns
1032
+ */
1033
+ getReceivedBattleEventRecently(p1: number, p2: boolean): boolean;
1034
+ /**
1035
+ * @returns
1036
+ */
1037
+ getSpecialAbilityMultiplier(): number;
1038
+ /**
1039
+ * 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.
1040
+ *
1041
+ * @param weapon
1042
+ * @param attachSlotId
1043
+ */
1044
+ setAimWeapon(weapon: string | number, attachSlotId: number): void;
1045
+ /**
1046
+ * @param pos
1047
+ * @param heading
1048
+ * @param p5
1049
+ * @param p6
1050
+ * @param p7
1051
+ * @param p8
1052
+ */
1053
+ startTeleport(pos: Vector3, heading: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
1054
+ /**
1055
+ * _IS_PLAYER_A* - _IS_PLAYER_BE*
1056
+ *
1057
+ * @param ped
1058
+ * @returns
1059
+ */
1060
+ N_0xE7F8707269544B29(ped: Ped): boolean;
1061
+ /**
1062
+ * @returns
1063
+ */
1064
+ isScriptControlOn(): boolean;
1065
+ /**
1066
+ * @returns
1067
+ */
1068
+ isSecondarySpecialAbilityActive(): any;
1069
+ N_0xC900A465364A85D6(): void;
1070
+ /**
1071
+ * Returns the group ID the player is member of.
1072
+ *
1073
+ * @returns
1074
+ */
1075
+ getGroup(): number;
1076
+ /**
1077
+ * Sets stamina core drains peed using ranged damage scale and melee damage scale
1078
+ *
1079
+ * @param weaponDefenseMod
1080
+ * @param meleeDefenseMod
1081
+ */
1082
+ setDefenseModifier(weaponDefenseMod: number, meleeDefenseMod: number): void;
1083
+ /**
1084
+ * This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.
1085
+ *
1086
+ * @param modifier
1087
+ */
1088
+ setWeaponDamageModifier(modifier: number): void;
1089
+ /**
1090
+ * durationCost: per second
1091
+ *
1092
+ * @param durationCost
1093
+ */
1094
+ setSpecialAbilityDurationCost(durationCost: number): void;
1095
+ /**
1096
+ * @returns
1097
+ */
1098
+ isTargettingAnything(): boolean;
1099
+ /**
1100
+ * @param modifier
1101
+ */
1102
+ eagleEyeSetDrainRateModifier(modifier: number): void;
1103
+ /**
1104
+ * @returns
1105
+ */
1106
+ getDeadEye(): number;
1107
+ /**
1108
+ * @returns
1109
+ */
1110
+ isInScope(): any;
1111
+ /**
1112
+ * SET_PLAYER_S/T*
1113
+ *
1114
+ * @param toggle
1115
+ */
1116
+ N_0x8591EE69CC3ED257(toggle: boolean): void;
1117
+ /**
1118
+ * @param speedBoost
1119
+ * @param duration
1120
+ */
1121
+ boostHorseSpeedForTime(speedBoost: number, duration: number): void;
1122
+ /**
1123
+ * @param p2
1124
+ * @param p3
1125
+ * @returns outEntity
1126
+ */
1127
+ getInteractionTargetEntity(p2: boolean, p3: boolean): [any, Entity | null];
1128
+ /**
1129
+ * @param toggle
1130
+ */
1131
+ setDeadeyeTaggingEnabled(toggle: boolean): void;
1132
+ /**
1133
+ * @returns
1134
+ */
1135
+ getStamina(): number;
1136
+ /**
1137
+ * @param modifier
1138
+ */
1139
+ setMeleeWeaponDamageModifier(modifier: number): void;
1140
+ /**
1141
+ * @returns
1142
+ */
1143
+ hasBeenSpottedInStolenVehicle(): boolean;
1144
+ /**
1145
+ * 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.
1146
+ *
1147
+ * @param canPickup
1148
+ */
1149
+ setCanPickupHat(canPickup: boolean): void;
1150
+ /**
1151
+ * 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
1152
+ * some colors
1153
+ * 0: Default aura
1154
+ * 1014693585
1155
+ * 1936842089
1156
+ * 1979474018
1157
+ *
1158
+ * @param auraColorHash
1159
+ */
1160
+ setDeadEyeAuraByHash(auraColorHash: string | number): void;
1161
+ /**
1162
+ * Returns true if PromptType is enabled for ped (mount)
1163
+ * Params: See 0x0751D461F06E41CE
1164
+ *
1165
+ * @param ped
1166
+ * @param promptType
1167
+ * @param promptMode
1168
+ * @returns
1169
+ */
1170
+ getUiPromptForPedIsEnabled(ped: Ped, promptType: number, promptMode: number): any;
1171
+ /**
1172
+ * 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).
1173
+ *
1174
+ * @param flag
1175
+ */
1176
+ setDeadeyeEntityAuraWithFlag(flag: number): void;
1177
+ /**
1178
+ * @returns
1179
+ */
1180
+ getMountOwnedByPlayer(): Ped | null;
1181
+ /**
1182
+ * @param weaponHash Refer to [enum: eWeaponHash]
1183
+ * @param damageModifier
1184
+ */
1185
+ setWeaponTypeDamageModifier(weaponHash: eWeaponHash, damageModifier: number): void;
1186
+ /**
1187
+ * Only used in script function PROCESS_PED_INTERRUPT_DIALOGUE
1188
+ * *GET_PLAYER**
1189
+ *
1190
+ * @returns ped
1191
+ */
1192
+ N_0x7AE93C45EC14A166(): [boolean, Ped | null];
1193
+ /**
1194
+ * @param speed
1195
+ * @param duration
1196
+ * @param heading
1197
+ * @param p4
1198
+ * @param p5
1199
+ */
1200
+ simulateInputGait(speed: number, duration: number, heading: number, p4: boolean, p5: boolean): void;
1201
+ /**
1202
+ * @param p1
1203
+ * @returns
1204
+ */
1205
+ getDeadEyeMeterLevel(p1: boolean): number;
1206
+ /**
1207
+ * @param drawReductionTime
1208
+ */
1209
+ setBowDrawReductionTimeInDeadeye(drawReductionTime: number): void;
1210
+ /**
1211
+ * 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.
1212
+ *
1213
+ * @returns
1214
+ */
1215
+ eagleEyeCanFocusOnTrack(): any;
1216
+ /**
1217
+ * @param range
1218
+ */
1219
+ eagleEyeSetRange(range: number): void;
1220
+ /**
1221
+ * *SET_SPECIAL_ABILITY**
1222
+ *
1223
+ * @param p1
1224
+ */
1225
+ N_0x4D1699543B1C023C(p1: number): void;
1226
+ /**
1227
+ * Drains Deadeye by given amount.
1228
+ *
1229
+ * @param amount
1230
+ * @param p2
1231
+ */
1232
+ specialAbilityDrainByAmount(amount: number, p2: any): void;
1233
+ /**
1234
+ * Returns true if the player is riding a train.
1235
+ *
1236
+ * @returns
1237
+ */
1238
+ isRidingTrain(): boolean;
1239
+ /**
1240
+ * Sets whether all trails are hidden during Eagle Eye mode.
1241
+ *
1242
+ * @param hide
1243
+ */
1244
+ eagleEyeSetHideAllTrails(hide: boolean): void;
1245
+ /**
1246
+ * _IS_PLAYER_S* - _IS_PLAYER_T*
1247
+ *
1248
+ * @returns
1249
+ */
1250
+ N_0x621D1B289CAF5978(): boolean;
1251
+ /**
1252
+ * Decreases the damage the player receives while on horseback
1253
+ * Previous name: _SET_RECEIVED_HORSEBACK_DAMAGE_DECREASE
1254
+ *
1255
+ * @param damageDecrease
1256
+ */
1257
+ setReceivedDamageTakenOnHorsebackModifier(damageDecrease: number): void;
1258
+ /**
1259
+ * @param toggle
1260
+ */
1261
+ setCanMercyKill(toggle: boolean): void;
1262
+ /**
1263
+ * @param p1
1264
+ * @param discoveryHash
1265
+ * @returns
1266
+ */
1267
+ getHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): any;
1268
+ /**
1269
+ * @param speech
1270
+ */
1271
+ setInteractionPositiveResponse(speech: string | null): void;
1272
+ /**
1273
+ * This can be between 1.0f - 50.0f
1274
+ *
1275
+ * @param multiplier
1276
+ */
1277
+ setAirDragMultiplierForPlayersVehicle(multiplier: number): void;
1278
+ /**
1279
+ * Only applies to HUNTERCART01
1280
+ *
1281
+ * @param wagon
1282
+ */
1283
+ setHuntingWagon(wagon: Vehicle): void;
1284
+ /**
1285
+ * 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.
1286
+ *
1287
+ * @param p1
1288
+ * @param p2
1289
+ * @param p3
1290
+ * @param intensity
1291
+ * @param flag
1292
+ */
1293
+ setDeadeyeEntityAuraIntensityWithFlag(p1: number, p2: number, p3: number, intensity: number, flag: number): void;
1294
+ /**
1295
+ * @param target
1296
+ */
1297
+ setBountyTarget(target: Player): void;
1298
+ /**
1299
+ * Retrieves whether all trails are currently hidden during Eagle Eye mode for the specified player.
1300
+ *
1301
+ * @returns
1302
+ */
1303
+ eagleEyeAreAllTrailsHidden(): any;
1304
+ /**
1305
+ * @returns
1306
+ */
1307
+ getIsDeadeyeTaggingEnabled(): any;
1308
+ }
1309
+ //# sourceMappingURL=Player.d.ts.map