@nativewrappers/redm-codegen 0.0.3 → 0.0.4

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Files changed (205) hide show
  1. package/dist/classes/AnimScene.d.ts +82 -82
  2. package/dist/classes/AnimScene.d.ts.map +1 -1
  3. package/dist/classes/AnimScene.js +124 -124
  4. package/dist/classes/BaseModel.d.ts +29 -29
  5. package/dist/classes/BaseModel.d.ts.map +1 -1
  6. package/dist/classes/BaseModel.js +43 -43
  7. package/dist/classes/BaseTask.d.ts +43 -43
  8. package/dist/classes/BaseTask.d.ts.map +1 -1
  9. package/dist/classes/BaseTask.js +53 -53
  10. package/dist/classes/Cam.d.ts +82 -82
  11. package/dist/classes/Cam.d.ts.map +1 -1
  12. package/dist/classes/Cam.js +115 -115
  13. package/dist/classes/Entity.d.ts +250 -250
  14. package/dist/classes/Entity.d.ts.map +1 -1
  15. package/dist/classes/Entity.js +350 -350
  16. package/dist/classes/Interior.d.ts +27 -27
  17. package/dist/classes/Interior.d.ts.map +1 -1
  18. package/dist/classes/Interior.js +42 -42
  19. package/dist/classes/Ped.d.ts +55 -55
  20. package/dist/classes/Ped.d.ts.map +1 -1
  21. package/dist/classes/Ped.js +76 -76
  22. package/dist/classes/PedTask.d.ts +797 -797
  23. package/dist/classes/PedTask.d.ts.map +1 -1
  24. package/dist/classes/PedTask.js +1023 -1023
  25. package/dist/classes/PersChar.d.ts +13 -13
  26. package/dist/classes/PersChar.d.ts.map +1 -1
  27. package/dist/classes/PersChar.js +27 -27
  28. package/dist/classes/Pickup.d.ts +8 -8
  29. package/dist/classes/Pickup.d.ts.map +1 -1
  30. package/dist/classes/Pickup.js +15 -15
  31. package/dist/classes/Player.d.ts +185 -185
  32. package/dist/classes/Player.d.ts.map +1 -1
  33. package/dist/classes/Player.js +251 -251
  34. package/dist/classes/Prop.d.ts +130 -130
  35. package/dist/classes/Prop.d.ts.map +1 -1
  36. package/dist/classes/Prop.js +188 -188
  37. package/dist/classes/PropSet.d.ts +17 -17
  38. package/dist/classes/PropSet.d.ts.map +1 -1
  39. package/dist/classes/PropSet.js +25 -25
  40. package/dist/classes/VehicleTask.d.ts +23 -23
  41. package/dist/classes/VehicleTask.d.ts.map +1 -1
  42. package/dist/classes/VehicleTask.js +30 -30
  43. package/dist/classes/Volume.d.ts +39 -39
  44. package/dist/classes/Volume.d.ts.map +1 -1
  45. package/dist/classes/Volume.js +54 -54
  46. package/dist/classes/Weapon.d.ts +291 -291
  47. package/dist/classes/Weapon.d.ts.map +1 -1
  48. package/dist/classes/Weapon.js +414 -414
  49. package/dist/namespaces/Animscene.d.ts +63 -63
  50. package/dist/namespaces/Animscene.d.ts.map +1 -1
  51. package/dist/namespaces/Animscene.js +83 -83
  52. package/dist/namespaces/Audio.d.ts +464 -464
  53. package/dist/namespaces/Audio.d.ts.map +1 -1
  54. package/dist/namespaces/Audio.js +650 -650
  55. package/dist/namespaces/Bounty.d.ts +57 -57
  56. package/dist/namespaces/Bounty.d.ts.map +1 -1
  57. package/dist/namespaces/Bounty.js +90 -90
  58. package/dist/namespaces/CamStatics.d.ts +426 -426
  59. package/dist/namespaces/CamStatics.d.ts.map +1 -1
  60. package/dist/namespaces/CamStatics.js +609 -609
  61. package/dist/namespaces/Collection.d.ts +81 -81
  62. package/dist/namespaces/Collection.d.ts.map +1 -1
  63. package/dist/namespaces/Collection.js +113 -113
  64. package/dist/namespaces/Compendium.d.ts +38 -38
  65. package/dist/namespaces/Compendium.d.ts.map +1 -1
  66. package/dist/namespaces/Compendium.js +52 -52
  67. package/dist/namespaces/Crashlog.d.ts +10 -10
  68. package/dist/namespaces/Crashlog.d.ts.map +1 -1
  69. package/dist/namespaces/Crashlog.js +14 -14
  70. package/dist/namespaces/Databinding.d.ts +174 -174
  71. package/dist/namespaces/Databinding.d.ts.map +1 -1
  72. package/dist/namespaces/Databinding.js +266 -266
  73. package/dist/namespaces/EntityStatics.d.ts +110 -110
  74. package/dist/namespaces/EntityStatics.d.ts.map +1 -1
  75. package/dist/namespaces/EntityStatics.js +146 -146
  76. package/dist/namespaces/Graphics.d.ts +547 -547
  77. package/dist/namespaces/Graphics.d.ts.map +1 -1
  78. package/dist/namespaces/Graphics.js +731 -731
  79. package/dist/namespaces/Hud.d.ts +395 -395
  80. package/dist/namespaces/Hud.d.ts.map +1 -1
  81. package/dist/namespaces/Hud.js +564 -564
  82. package/dist/namespaces/InteriorStatics.d.ts +40 -40
  83. package/dist/namespaces/InteriorStatics.d.ts.map +1 -1
  84. package/dist/namespaces/InteriorStatics.js +56 -56
  85. package/dist/namespaces/Inventory.d.ts +107 -107
  86. package/dist/namespaces/Inventory.d.ts.map +1 -1
  87. package/dist/namespaces/Inventory.js +149 -149
  88. package/dist/namespaces/Itemdatabase.d.ts +5 -5
  89. package/dist/namespaces/Itemdatabase.d.ts.map +1 -1
  90. package/dist/namespaces/Itemdatabase.js +7 -7
  91. package/dist/namespaces/Map.d.ts +173 -173
  92. package/dist/namespaces/Map.d.ts.map +1 -1
  93. package/dist/namespaces/Map.js +240 -240
  94. package/dist/namespaces/Minigame.d.ts +56 -56
  95. package/dist/namespaces/Minigame.d.ts.map +1 -1
  96. package/dist/namespaces/Minigame.js +80 -80
  97. package/dist/namespaces/Network.d.ts +964 -964
  98. package/dist/namespaces/Network.d.ts.map +1 -1
  99. package/dist/namespaces/Network.js +1333 -1333
  100. package/dist/namespaces/Object.d.ts +240 -240
  101. package/dist/namespaces/Object.d.ts.map +1 -1
  102. package/dist/namespaces/Object.js +337 -337
  103. package/dist/namespaces/Pad.d.ts +95 -95
  104. package/dist/namespaces/Pad.d.ts.map +1 -1
  105. package/dist/namespaces/Pad.js +127 -127
  106. package/dist/namespaces/PedStatics.d.ts +18 -18
  107. package/dist/namespaces/PedStatics.d.ts.map +1 -1
  108. package/dist/namespaces/PedStatics.js +26 -26
  109. package/dist/namespaces/Perschar.d.ts +46 -46
  110. package/dist/namespaces/Perschar.d.ts.map +1 -1
  111. package/dist/namespaces/Perschar.js +66 -66
  112. package/dist/namespaces/Physics.d.ts +207 -207
  113. package/dist/namespaces/Physics.d.ts.map +1 -1
  114. package/dist/namespaces/Physics.js +315 -315
  115. package/dist/namespaces/PlayerStatics.d.ts +68 -68
  116. package/dist/namespaces/PlayerStatics.d.ts.map +1 -1
  117. package/dist/namespaces/PlayerStatics.js +95 -95
  118. package/dist/namespaces/Population.d.ts +86 -86
  119. package/dist/namespaces/Population.d.ts.map +1 -1
  120. package/dist/namespaces/Population.js +116 -116
  121. package/dist/namespaces/Posse.d.ts +43 -43
  122. package/dist/namespaces/Posse.d.ts.map +1 -1
  123. package/dist/namespaces/Posse.js +67 -67
  124. package/dist/namespaces/Propset.d.ts +59 -59
  125. package/dist/namespaces/Propset.d.ts.map +1 -1
  126. package/dist/namespaces/Propset.js +81 -81
  127. package/dist/namespaces/Shapetest.d.ts +11 -11
  128. package/dist/namespaces/Shapetest.d.ts.map +1 -1
  129. package/dist/namespaces/Shapetest.js +13 -13
  130. package/dist/namespaces/Stats.d.ts +90 -90
  131. package/dist/namespaces/Stats.d.ts.map +1 -1
  132. package/dist/namespaces/Stats.js +127 -127
  133. package/dist/namespaces/Streaming.d.ts +127 -127
  134. package/dist/namespaces/Streaming.d.ts.map +1 -1
  135. package/dist/namespaces/Streaming.js +193 -193
  136. package/dist/namespaces/Task.d.ts +346 -346
  137. package/dist/namespaces/Task.d.ts.map +1 -1
  138. package/dist/namespaces/Task.js +525 -525
  139. package/dist/namespaces/Telemetry.d.ts +176 -176
  140. package/dist/namespaces/Telemetry.d.ts.map +1 -1
  141. package/dist/namespaces/Telemetry.js +255 -255
  142. package/dist/namespaces/VolumeStatics.d.ts +64 -64
  143. package/dist/namespaces/VolumeStatics.d.ts.map +1 -1
  144. package/dist/namespaces/VolumeStatics.js +85 -85
  145. package/dist/namespaces/Water.d.ts +27 -27
  146. package/dist/namespaces/Water.d.ts.map +1 -1
  147. package/dist/namespaces/Water.js +41 -41
  148. package/dist/namespaces/WeaponStatics.d.ts +234 -234
  149. package/dist/namespaces/WeaponStatics.d.ts.map +1 -1
  150. package/dist/namespaces/WeaponStatics.js +320 -320
  151. package/dist/namespaces/Zone.d.ts +7 -7
  152. package/dist/namespaces/Zone.d.ts.map +1 -1
  153. package/dist/namespaces/Zone.js +9 -9
  154. package/package.json +1 -1
  155. package/src/classes/AnimScene.ts +133 -133
  156. package/src/classes/BaseModel.ts +50 -50
  157. package/src/classes/BaseTask.ts +55 -55
  158. package/src/classes/Cam.ts +126 -126
  159. package/src/classes/Entity.ts +365 -365
  160. package/src/classes/Interior.ts +43 -43
  161. package/src/classes/Ped.ts +86 -86
  162. package/src/classes/PedTask.ts +2067 -2067
  163. package/src/classes/PersChar.ts +34 -34
  164. package/src/classes/Pickup.ts +16 -16
  165. package/src/classes/Player.ts +296 -296
  166. package/src/classes/Prop.ts +203 -203
  167. package/src/classes/PropSet.ts +29 -29
  168. package/src/classes/VehicleTask.ts +32 -32
  169. package/src/classes/Volume.ts +61 -61
  170. package/src/classes/Weapon.ts +427 -427
  171. package/src/namespaces/Animscene.ts +86 -86
  172. package/src/namespaces/Audio.ts +760 -760
  173. package/src/namespaces/Bounty.ts +102 -102
  174. package/src/namespaces/CamStatics.ts +631 -631
  175. package/src/namespaces/Collection.ts +114 -114
  176. package/src/namespaces/Compendium.ts +59 -59
  177. package/src/namespaces/Crashlog.ts +16 -16
  178. package/src/namespaces/Databinding.ts +282 -282
  179. package/src/namespaces/EntityStatics.ts +158 -158
  180. package/src/namespaces/Graphics.ts +1140 -1140
  181. package/src/namespaces/Hud.ts +592 -592
  182. package/src/namespaces/InteriorStatics.ts +64 -64
  183. package/src/namespaces/Inventory.ts +165 -165
  184. package/src/namespaces/Itemdatabase.ts +8 -8
  185. package/src/namespaces/Map.ts +256 -256
  186. package/src/namespaces/Minigame.ts +92 -92
  187. package/src/namespaces/Network.ts +1392 -1392
  188. package/src/namespaces/Object.ts +350 -350
  189. package/src/namespaces/Pad.ts +127 -127
  190. package/src/namespaces/PedStatics.ts +30 -30
  191. package/src/namespaces/Perschar.ts +76 -76
  192. package/src/namespaces/Physics.ts +327 -327
  193. package/src/namespaces/PlayerStatics.ts +103 -103
  194. package/src/namespaces/Population.ts +131 -131
  195. package/src/namespaces/Posse.ts +67 -67
  196. package/src/namespaces/Propset.ts +92 -92
  197. package/src/namespaces/Shapetest.ts +14 -14
  198. package/src/namespaces/Stats.ts +143 -143
  199. package/src/namespaces/Streaming.ts +226 -226
  200. package/src/namespaces/Task.ts +498 -498
  201. package/src/namespaces/Telemetry.ts +261 -261
  202. package/src/namespaces/VolumeStatics.ts +87 -87
  203. package/src/namespaces/Water.ts +47 -47
  204. package/src/namespaces/WeaponStatics.ts +325 -325
  205. package/src/namespaces/Zone.ts +10 -10
@@ -18,250 +18,282 @@ export class Prop extends Entity {
18
18
  }
19
19
 
20
20
  /**
21
- * @param targettable
21
+ * @param toggle
22
22
  */
23
- setObjectTargettable2(targettable: boolean): void {
24
- inv<void>('0x581EDBE56E8D62C9', this.handle, targettable);
23
+ setObjectAllowLowLodBuoyancy(toggle: boolean): void {
24
+ inv<void>('0x4D89D607CB3DD1D2', this.handle, toggle);
25
25
  }
26
26
 
27
27
  /**
28
- * Not official native name
29
- *
30
- * @param gxtEntryHash
28
+ * @param p1
29
+ * @param p2
31
30
  */
32
- setObjectPromptNameFromGxtEntry(gxtEntryHash: string | number): void {
33
- inv<void>('0xD503D6F0986D58BC', this.handle, _h(gxtEntryHash));
31
+ setTeamPickupObject(p1: any, p2: boolean): void {
32
+ inv<void>('0x53E0DF1A2A3CF0CA', this.handle, p1, p2);
34
33
  }
35
34
 
36
35
  /**
37
- * Adjust the physics parameters of a prop, or otherwise known as "object". This is useful for simulated gravity. Other parameters seem to be unknown. p2: seems to be weight and gravity related. Higher value makes the obj fall faster. Very sensitive?
38
- * p3: seems similar to p2
39
- * p4: makes obj fall slower the higher the value
40
- * p5: similar to p4
41
- *
42
- * @param weight
36
+ * @param p1
43
37
  * @param p2
44
- * @param p3
45
- * @param p4
46
- * @param p5
47
- * @param gravity
48
- * @param p7
49
- * @param p8
50
- * @param p9
51
- * @param p10
52
- * @param buoyancy
53
38
  */
54
- setObjectPhysicsParams(weight: number, p2: number, p3: number, p4: number, p5: number, gravity: number, p7: number, p8: number, p9: number, p10: number, buoyancy: number): void {
55
- inv<void>('0xF6DF6E90DE7DF90F', this.handle, f(weight), f(p2), f(p3), f(p4), f(p5), f(gravity), f(p7), f(p8), f(p9), f(p10), f(buoyancy));
39
+ breakObjectFragmentChild(p1: any, p2: boolean): void {
40
+ inv<void>('0xE7E4C198B0185900', this.handle, p1, p2);
56
41
  }
57
42
 
58
- setPickupCollectableOnMount(): void {
59
- inv<void>('0x00EE08603EADEE92', this.handle);
43
+ /**
44
+ * @returns
45
+ */
46
+ getLightIntensityFromObject(): number {
47
+ return inv<number>('0xFA3B61EC249B4674', this.handle, raf());
60
48
  }
61
49
 
62
- breakAllObjectFragmentBones(): void {
63
- inv<void>('0x8462BE2341A55B6F', this.handle);
50
+ /**
51
+ * Returns float value to be used with _SET_LIGHT_INTENSITY_FOR_OBJECT
52
+ *
53
+ * @returns
54
+ */
55
+ getObjectLightIntensity(): number {
56
+ return inv<number>('0x3397CD4E0353DFBA', this.handle, raf());
64
57
  }
65
58
 
66
59
  /**
67
- * p2 is usually the same as speed parameter
60
+ * Not official native name
68
61
  *
69
- * @param speed
70
- * @param p2
62
+ * @param name
71
63
  */
72
- setObjectBurnSpeed(speed: number, p2: number): void {
73
- inv<void>('0x646564A3B7DF68F8', this.handle, f(speed), f(p2));
64
+ setObjectPromptName(name: string | null): void {
65
+ inv<void>('0xAEE6C800E124CFE1', this.handle, name);
66
+ }
67
+
68
+ resetObjectVelocity(): void {
69
+ inv<void>('0xF40AB58D83C35027', this.handle);
74
70
  }
75
71
 
76
72
  /**
77
- * @param opacity
73
+ * @param bone
78
74
  */
79
- setObjectBurnOpacity(opacity: number): void {
80
- inv<void>('0x7D7285EFEAB5AF15', this.handle, f(opacity));
75
+ damageBoneOnProp(bone: number): void {
76
+ inv<void>('0xE4EFB315BCD2A838', this.handle, bone);
81
77
  }
82
78
 
83
79
  /**
84
- * @returns
80
+ * Seems to mostly have effect on wood-made objects https://imgur.com/a/32oQvOn
81
+ *
82
+ * @param burnLevel
83
+ * @param affectAsh
85
84
  */
86
- doesRayfireMapObjectExist(): boolean {
87
- return inv<boolean>('0x52AF537A0C5B8AAD', this.handle, rai());
85
+ setObjectBurnLevel(burnLevel: number, affectAsh: boolean): void {
86
+ inv<void>('0x2797C633DCDBBAC5', this.handle, f(burnLevel), affectAsh);
88
87
  }
89
88
 
90
89
  /**
91
- * @returns
90
+ * Params: value = 0.0 - 586.67 (?)
91
+ *
92
+ * @param value
92
93
  */
93
- doesPickupObjectExist(): boolean {
94
- return inv<boolean>('0xD9EFB6DBF7DAAEA3', this.handle, rai());
94
+ setLightTranslucencyForObject(value: number): void {
95
+ inv<void>('0x63E39F09310F481F', this.handle, f(value));
95
96
  }
96
97
 
97
98
  /**
98
- * Sets object as not jumpable by horse.
99
- *
100
- * @param p1
99
+ * Deletes the specified object, then sets the handle pointed to by the pointer to NULL.
101
100
  */
102
- setNotJumpableByHorse(p1: boolean): void {
103
- inv<void>('0xE1C708BA4885796B', this.handle, p1);
101
+ deleteObject(): void {
102
+ inv<void>('0x931914268722C263', this.handle);
104
103
  }
105
104
 
106
105
  /**
107
- * @param kickable
106
+ * @param toggle
108
107
  */
109
- setObjectKickable(kickable: boolean): void {
110
- inv<void>('0xB7017DA4D498269F', this.handle, kickable);
108
+ hidePickupObject(toggle: boolean): void {
109
+ inv<void>('0x2777150CC7D9365E', this.handle, toggle);
111
110
  }
112
111
 
113
112
  /**
114
- * @param p1
115
- * @returns
113
+ * @param scale
116
114
  */
117
- placeObjectOnGroundProperly(p1: boolean): boolean {
118
- return inv<boolean>('0x58A850EAEE20FAA3', this.handle, p1, rai());
115
+ setObjectBreakScale(scale: number): void {
116
+ inv<void>('0xFFB99FFD17F65889', this.handle, f(scale));
119
117
  }
120
118
 
121
119
  /**
122
- * Alt name: _SET_OBJECT_TINT Old name: _SET_OBJECT_TEXTURE_VARIATION
123
- *
124
- * @param textureVariation
120
+ * @param toX
121
+ * @param toY
122
+ * @param toZ
123
+ * @param speedX
124
+ * @param speedY
125
+ * @param speedZ
126
+ * @param collision
127
+ * @returns
125
128
  */
126
- setObjectTintIndex(textureVariation: number): void {
127
- inv<void>('0x971DA0055324D033', this.handle, textureVariation);
129
+ slideObject(toX: number, toY: number, toZ: number, speedX: number, speedY: number, speedZ: number, collision: boolean): boolean {
130
+ return inv<boolean>('0x2FDFF4107B8C1147', this.handle, f(toX), f(toY), f(toZ), f(speedX), f(speedY), f(speedZ), collision, rai());
128
131
  }
129
132
 
130
133
  /**
131
- * *SET_OBJECT**
132
- *
133
134
  * @param p1
134
135
  */
135
- N_0xCAAF2BCCFEF37F77(p1: any): void {
136
- inv<void>('0xCAAF2BCCFEF37F77', this.handle, p1);
136
+ N_0x3DF1A0A58498E209(p1: any): void {
137
+ inv<void>('0x3DF1A0A58498E209', this.handle, p1);
137
138
  }
138
139
 
139
- trackObjectVisibility(): void {
140
- inv<void>('0xB252BC036B525623', this.handle);
140
+ /**
141
+ * Params: p1 = 23 in R* Scripts
142
+ *
143
+ * @param p1
144
+ * @returns
145
+ */
146
+ N_0x0943113E02322164(p1: number): any {
147
+ return inv<number>('0x0943113E02322164', this.handle, p1);
141
148
  }
142
149
 
143
150
  /**
144
- * @param p1
145
- * @param p2
151
+ * @param disable
146
152
  */
147
- preventCollectionOfPortablePickup(p1: boolean, p2: boolean): void {
148
- inv<void>('0x92AEFB5F6E294023', this.handle, p1, p2);
153
+ setLightScatteringDisabledForObject(disable: boolean): void {
154
+ inv<void>('0x04D1D4E411CE52D0', this.handle, disable);
149
155
  }
150
156
 
151
157
  /**
152
- * @param enabled
158
+ * @returns
153
159
  */
154
- setObjectTakesDamageFromCollidingWithBuildings(enabled: boolean): void {
155
- inv<void>('0xEB6F1A9B5510A5D2', this.handle, enabled);
160
+ getRayfireMapObjectAnimPhase(): number {
161
+ return inv<number>('0x260EE4FDBDF4DB01', this.handle, raf());
156
162
  }
157
163
 
158
164
  /**
159
- * Old name: _MARK_OBJECT_FOR_DELETION
165
+ * @returns
160
166
  */
161
- onlyCleanUpObjectWhenOutOfRange(): void {
162
- inv<void>('0xADBE4809F19F927A', this.handle);
167
+ createObjectSkeleton(): any {
168
+ return inv<number>('0xB6CBD40F8EA69E8A', this.handle);
163
169
  }
164
170
 
165
171
  /**
166
- * @param targettable
172
+ * _PRE* or _Q* or _RE*
167
173
  */
168
- setObjectTargettable(targettable: boolean): void {
169
- inv<void>('0x8A7391690F5AFD81', this.handle, targettable);
174
+ makeItemCarriable(): void {
175
+ inv<void>('0x1461DF6DB886BE3F', this.handle);
170
176
  }
171
177
 
172
178
  /**
173
- * Sets object as auto-jumpable by horse.
179
+ * focus on objects like focus on peds, p1 is to enable/disable p2 is to enable/disable focus when you have a weapon out
174
180
  *
175
- * @param p1
181
+ * @param toggle
182
+ * @param weaponLock
176
183
  */
177
- setAutoJumpableByHorse(p1: boolean): void {
178
- inv<void>('0x98D2D9C053A1F449', this.handle, p1);
184
+ setObjectTargettableFocus(toggle: boolean, weaponLock: boolean): void {
185
+ inv<void>('0xA22712E8471AA08E', this.handle, toggle, weaponLock);
179
186
  }
180
187
 
181
188
  /**
182
189
  * @returns
183
190
  */
184
- isObjectVisible(): boolean {
185
- return inv<boolean>('0x8B32ACE6326A7546', this.handle, rai());
191
+ getStateOfRayfireMapObject(): number {
192
+ return inv<number>('0x899BA936634A322E', this.handle, rai());
186
193
  }
187
194
 
188
- fixObjectFragment(): void {
189
- inv<void>('0xF9C1681347C8BD15', this.handle);
195
+ /**
196
+ * @param ped
197
+ */
198
+ attachPortablePickupToPed(ped: Ped): void {
199
+ inv<void>('0x8DC39368BDD57755', this.handle, ped.handle);
190
200
  }
191
201
 
192
202
  /**
193
- * @param intensity
203
+ * @param lightIntensity
194
204
  */
195
- setObjectBurnIntensity(intensity: number): void {
196
- inv<void>('0xC8E21C1677DC5E6F', this.handle, f(intensity));
205
+ setLightIntensityForObject(lightIntensity: number): void {
206
+ inv<void>('0xF49574E2332A8F06', this.handle, f(lightIntensity));
197
207
  }
198
208
 
199
209
  /**
200
- * @param state
210
+ * Old name: _MARK_OBJECT_FOR_DELETION
201
211
  */
202
- setStateOfRayfireMapObject(state: number): void {
203
- inv<void>('0x5C29F698D404C5E1', this.handle, state);
212
+ onlyCleanUpObjectWhenOutOfRange(): void {
213
+ inv<void>('0xADBE4809F19F927A', this.handle);
204
214
  }
205
215
 
206
- setPickupDoNotAutoPlaceOnGround(): void {
207
- inv<void>('0x634C19521485AB25', this.handle);
216
+ /**
217
+ * @param targettable
218
+ */
219
+ setObjectTargettable(targettable: boolean): void {
220
+ inv<void>('0x8A7391690F5AFD81', this.handle, targettable);
208
221
  }
209
222
 
210
223
  /**
211
- * @param txdHash
212
- * @param p2
213
- * @param p3
224
+ * @param targettable
214
225
  */
215
- setCustomTexturesOnObject(txdHash: string | number, p2: any, p3: any): void {
216
- inv<void>('0xE124889AE0521FCF', this.handle, _h(txdHash), p2, p3);
226
+ setObjectTargettable2(targettable: boolean): void {
227
+ inv<void>('0x581EDBE56E8D62C9', this.handle, targettable);
217
228
  }
218
229
 
219
230
  /**
220
- * @param toggle
231
+ * Not official native name
232
+ *
233
+ * @param gxtEntryHash
221
234
  */
222
- setObjectAllowLowLodBuoyancy(toggle: boolean): void {
223
- inv<void>('0x4D89D607CB3DD1D2', this.handle, toggle);
235
+ setObjectPromptNameFromGxtEntry(gxtEntryHash: string | number): void {
236
+ inv<void>('0xD503D6F0986D58BC', this.handle, _h(gxtEntryHash));
224
237
  }
225
238
 
226
239
  /**
227
- * @param p1
240
+ * Adjust the physics parameters of a prop, or otherwise known as "object". This is useful for simulated gravity. Other parameters seem to be unknown. p2: seems to be weight and gravity related. Higher value makes the obj fall faster. Very sensitive?
241
+ * p3: seems similar to p2
242
+ * p4: makes obj fall slower the higher the value
243
+ * p5: similar to p4
244
+ *
245
+ * @param weight
228
246
  * @param p2
247
+ * @param p3
248
+ * @param p4
249
+ * @param p5
250
+ * @param gravity
251
+ * @param p7
252
+ * @param p8
253
+ * @param p9
254
+ * @param p10
255
+ * @param buoyancy
229
256
  */
230
- setTeamPickupObject(p1: any, p2: boolean): void {
231
- inv<void>('0x53E0DF1A2A3CF0CA', this.handle, p1, p2);
257
+ setObjectPhysicsParams(weight: number, p2: number, p3: number, p4: number, p5: number, gravity: number, p7: number, p8: number, p9: number, p10: number, buoyancy: number): void {
258
+ inv<void>('0xF6DF6E90DE7DF90F', this.handle, f(weight), f(p2), f(p3), f(p4), f(p5), f(gravity), f(p7), f(p8), f(p9), f(p10), f(buoyancy));
259
+ }
260
+
261
+ setPickupCollectableOnMount(): void {
262
+ inv<void>('0x00EE08603EADEE92', this.handle);
263
+ }
264
+
265
+ breakAllObjectFragmentBones(): void {
266
+ inv<void>('0x8462BE2341A55B6F', this.handle);
232
267
  }
233
268
 
234
269
  /**
235
- * @param p1
270
+ * p2 is usually the same as speed parameter
271
+ *
272
+ * @param speed
236
273
  * @param p2
237
274
  */
238
- breakObjectFragmentChild(p1: any, p2: boolean): void {
239
- inv<void>('0xE7E4C198B0185900', this.handle, p1, p2);
275
+ setObjectBurnSpeed(speed: number, p2: number): void {
276
+ inv<void>('0x646564A3B7DF68F8', this.handle, f(speed), f(p2));
240
277
  }
241
278
 
242
279
  /**
243
- * @returns
280
+ * @param opacity
244
281
  */
245
- getLightIntensityFromObject(): number {
246
- return inv<number>('0xFA3B61EC249B4674', this.handle, raf());
282
+ setObjectBurnOpacity(opacity: number): void {
283
+ inv<void>('0x7D7285EFEAB5AF15', this.handle, f(opacity));
247
284
  }
248
285
 
249
- /**
250
- * Returns float value to be used with _SET_LIGHT_INTENSITY_FOR_OBJECT
251
- *
252
- * @returns
253
- */
254
- getObjectLightIntensity(): number {
255
- return inv<number>('0x3397CD4E0353DFBA', this.handle, raf());
286
+ setPickupDoNotAutoPlaceOnGround(): void {
287
+ inv<void>('0x634C19521485AB25', this.handle);
256
288
  }
257
289
 
258
290
  /**
259
- * Not official native name
260
- *
261
- * @param name
291
+ * @param txdHash
292
+ * @param p2
293
+ * @param p3
262
294
  */
263
- setObjectPromptName(name: string | null): void {
264
- inv<void>('0xAEE6C800E124CFE1', this.handle, name);
295
+ setCustomTexturesOnObject(txdHash: string | number, p2: any, p3: any): void {
296
+ inv<void>('0xE124889AE0521FCF', this.handle, _h(txdHash), p2, p3);
265
297
  }
266
298
 
267
299
  detachPortablePickupFromPed(): void {
@@ -282,145 +314,113 @@ export class Prop extends Entity {
282
314
  inv<void>('0x406137F8EF90EAF5', this.handle, toggle);
283
315
  }
284
316
 
285
- resetObjectVelocity(): void {
286
- inv<void>('0xF40AB58D83C35027', this.handle);
287
- }
288
-
289
317
  /**
290
- * @param bone
291
- */
292
- damageBoneOnProp(bone: number): void {
293
- inv<void>('0xE4EFB315BCD2A838', this.handle, bone);
294
- }
295
-
296
- /**
297
- * Seems to mostly have effect on wood-made objects https://imgur.com/a/32oQvOn
318
+ * Sets object as auto-jumpable by horse.
298
319
  *
299
- * @param burnLevel
300
- * @param affectAsh
320
+ * @param p1
301
321
  */
302
- setObjectBurnLevel(burnLevel: number, affectAsh: boolean): void {
303
- inv<void>('0x2797C633DCDBBAC5', this.handle, f(burnLevel), affectAsh);
322
+ setAutoJumpableByHorse(p1: boolean): void {
323
+ inv<void>('0x98D2D9C053A1F449', this.handle, p1);
304
324
  }
305
325
 
306
326
  /**
307
- * Params: value = 0.0 - 586.67 (?)
308
- *
309
- * @param value
327
+ * @returns
310
328
  */
311
- setLightTranslucencyForObject(value: number): void {
312
- inv<void>('0x63E39F09310F481F', this.handle, f(value));
329
+ isObjectVisible(): boolean {
330
+ return inv<boolean>('0x8B32ACE6326A7546', this.handle, rai());
313
331
  }
314
332
 
315
- /**
316
- * Deletes the specified object, then sets the handle pointed to by the pointer to NULL.
317
- */
318
- deleteObject(): void {
319
- inv<void>('0x931914268722C263', this.handle);
333
+ fixObjectFragment(): void {
334
+ inv<void>('0xF9C1681347C8BD15', this.handle);
320
335
  }
321
336
 
322
337
  /**
323
- * @param toggle
338
+ * @param intensity
324
339
  */
325
- hidePickupObject(toggle: boolean): void {
326
- inv<void>('0x2777150CC7D9365E', this.handle, toggle);
340
+ setObjectBurnIntensity(intensity: number): void {
341
+ inv<void>('0xC8E21C1677DC5E6F', this.handle, f(intensity));
327
342
  }
328
343
 
329
344
  /**
330
- * @param scale
345
+ * @param state
331
346
  */
332
- setObjectBreakScale(scale: number): void {
333
- inv<void>('0xFFB99FFD17F65889', this.handle, f(scale));
347
+ setStateOfRayfireMapObject(state: number): void {
348
+ inv<void>('0x5C29F698D404C5E1', this.handle, state);
334
349
  }
335
350
 
336
351
  /**
337
- * @param toX
338
- * @param toY
339
- * @param toZ
340
- * @param speedX
341
- * @param speedY
342
- * @param speedZ
343
- * @param collision
344
352
  * @returns
345
353
  */
346
- slideObject(toX: number, toY: number, toZ: number, speedX: number, speedY: number, speedZ: number, collision: boolean): boolean {
347
- return inv<boolean>('0x2FDFF4107B8C1147', this.handle, f(toX), f(toY), f(toZ), f(speedX), f(speedY), f(speedZ), collision, rai());
354
+ doesRayfireMapObjectExist(): boolean {
355
+ return inv<boolean>('0x52AF537A0C5B8AAD', this.handle, rai());
348
356
  }
349
357
 
350
358
  /**
351
- * @param p1
359
+ * @returns
352
360
  */
353
- N_0x3DF1A0A58498E209(p1: any): void {
354
- inv<void>('0x3DF1A0A58498E209', this.handle, p1);
361
+ doesPickupObjectExist(): boolean {
362
+ return inv<boolean>('0xD9EFB6DBF7DAAEA3', this.handle, rai());
355
363
  }
356
364
 
357
365
  /**
358
- * Params: p1 = 23 in R* Scripts
366
+ * Sets object as not jumpable by horse.
359
367
  *
360
368
  * @param p1
361
- * @returns
362
- */
363
- N_0x0943113E02322164(p1: number): any {
364
- return inv<number>('0x0943113E02322164', this.handle, p1);
365
- }
366
-
367
- /**
368
- * @param disable
369
369
  */
370
- setLightScatteringDisabledForObject(disable: boolean): void {
371
- inv<void>('0x04D1D4E411CE52D0', this.handle, disable);
370
+ setNotJumpableByHorse(p1: boolean): void {
371
+ inv<void>('0xE1C708BA4885796B', this.handle, p1);
372
372
  }
373
373
 
374
374
  /**
375
- * @returns
375
+ * @param kickable
376
376
  */
377
- getRayfireMapObjectAnimPhase(): number {
378
- return inv<number>('0x260EE4FDBDF4DB01', this.handle, raf());
377
+ setObjectKickable(kickable: boolean): void {
378
+ inv<void>('0xB7017DA4D498269F', this.handle, kickable);
379
379
  }
380
380
 
381
381
  /**
382
+ * @param p1
382
383
  * @returns
383
384
  */
384
- createObjectSkeleton(): any {
385
- return inv<number>('0xB6CBD40F8EA69E8A', this.handle);
385
+ placeObjectOnGroundProperly(p1: boolean): boolean {
386
+ return inv<boolean>('0x58A850EAEE20FAA3', this.handle, p1, rai());
386
387
  }
387
388
 
388
389
  /**
389
- * _PRE* or _Q* or _RE*
390
+ * Alt name: _SET_OBJECT_TINT Old name: _SET_OBJECT_TEXTURE_VARIATION
391
+ *
392
+ * @param textureVariation
390
393
  */
391
- makeItemCarriable(): void {
392
- inv<void>('0x1461DF6DB886BE3F', this.handle);
394
+ setObjectTintIndex(textureVariation: number): void {
395
+ inv<void>('0x971DA0055324D033', this.handle, textureVariation);
393
396
  }
394
397
 
395
398
  /**
396
- * focus on objects like focus on peds, p1 is to enable/disable p2 is to enable/disable focus when you have a weapon out
399
+ * *SET_OBJECT**
397
400
  *
398
- * @param toggle
399
- * @param weaponLock
401
+ * @param p1
400
402
  */
401
- setObjectTargettableFocus(toggle: boolean, weaponLock: boolean): void {
402
- inv<void>('0xA22712E8471AA08E', this.handle, toggle, weaponLock);
403
+ N_0xCAAF2BCCFEF37F77(p1: any): void {
404
+ inv<void>('0xCAAF2BCCFEF37F77', this.handle, p1);
403
405
  }
404
406
 
405
- /**
406
- * @returns
407
- */
408
- getStateOfRayfireMapObject(): number {
409
- return inv<number>('0x899BA936634A322E', this.handle, rai());
407
+ trackObjectVisibility(): void {
408
+ inv<void>('0xB252BC036B525623', this.handle);
410
409
  }
411
410
 
412
411
  /**
413
- * @param ped
412
+ * @param p1
413
+ * @param p2
414
414
  */
415
- attachPortablePickupToPed(ped: Ped): void {
416
- inv<void>('0x8DC39368BDD57755', this.handle, ped.handle);
415
+ preventCollectionOfPortablePickup(p1: boolean, p2: boolean): void {
416
+ inv<void>('0x92AEFB5F6E294023', this.handle, p1, p2);
417
417
  }
418
418
 
419
419
  /**
420
- * @param lightIntensity
420
+ * @param enabled
421
421
  */
422
- setLightIntensityForObject(lightIntensity: number): void {
423
- inv<void>('0xF49574E2332A8F06', this.handle, f(lightIntensity));
422
+ setObjectTakesDamageFromCollidingWithBuildings(enabled: boolean): void {
423
+ inv<void>('0xEB6F1A9B5510A5D2', this.handle, enabled);
424
424
  }
425
425
 
426
426
  }