@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
@@ -12,26 +12,44 @@ import type { Ped } from './Ped';
12
12
  export declare class PedTask extends BaseTask {
13
13
  constructor(entity: Ped);
14
14
  /**
15
- * @returns
16
- */
17
- getPedWaypointOverrideSpeed(): number;
18
- /**
19
- * Climbs or vaults the nearest thing.
15
+ * Baits: p_fishHook02x, p_baitBread01x, p_baitCorn01x, p_baitCheese01x, p_baitWorm01x, p_baitCricket01x, p_crawdad01x, p_finisheDragonfly01x, p_finisdFishlure01x, p_finishdCrawd01x, p_finisheDragonflyLegendary01x, p_finisdFishlureLegendary01x, p_finishdCrawdLegendary01x, p_lgoc_spinner_v4
20
16
  *
21
- * @param unused
17
+ * @param bait
18
+ * @param withoutBuoy
19
+ * @param instantly
22
20
  */
23
- climb(unused: boolean): void;
21
+ setFishingBait(bait: string | null, withoutBuoy: boolean, instantly: boolean): void;
24
22
  /**
25
- * Old name: _TASK_VEHICLE_DRIVE_TO_POINT
26
- * flag: 524419 and 0 in shop_horse_shop R* Script
23
+ * Params: p3, p4, p5, p6: 0, 0, 0, -1.0f in R* Scripts
27
24
  *
28
- * @param vehicle
29
- * @param pos
25
+ * @param item
26
+ * @param p3
27
+ * @param p4
30
28
  * @param p5
31
29
  * @param p6
32
- * @param flag
30
+ * @returns guid
33
31
  */
34
- vehicleDriveStraightToPoint(vehicle: Vehicle, pos: Vector3, p5: number, p6: number, flag: number): void;
32
+ itemInteraction3(item: string | number, p3: any, p4: any, p5: any, p6: number): number;
33
+ /**
34
+ * @returns Returns `true` if the specified `ped` is currently in combat using a ranged weapon, and is ready to shoot (actively attempting to attack)
35
+ */
36
+ getTaskCombatReadyToShoot(): boolean;
37
+ /**
38
+ * @param vehicle
39
+ * @param seat
40
+ */
41
+ warpPedIntoVehicle(vehicle: Vehicle, seat: number): void;
42
+ /**
43
+ * ped = Ped you want to perform this task.
44
+ * target = the Entity they should aim at.
45
+ * distanceToStopAt = distance from the target, where the ped should stop to aim.
46
+ * StartAimingDist = distance where the ped should start to aim.
47
+ *
48
+ * @param target
49
+ * @param distanceToStopAt
50
+ * @param StartAimingDist
51
+ */
52
+ gotoEntityAiming(target: Entity, distanceToStopAt: number, StartAimingDist: number): void;
35
53
  /**
36
54
  * @param p1
37
55
  * @param p2
@@ -47,75 +65,34 @@ export declare class PedTask extends BaseTask {
47
65
  * @param p12
48
66
  * @param p13
49
67
  * @param p14
50
- * @param p15
51
- */
52
- goToCoordWhileAimingAtCoordUsingCombatStyle(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any, p15: any): void;
53
- /**
54
- * flags: 0 = HANDS_UP_NOTHING; 1 = HANDS_UP_STRAIGHT_TO_LOOP
55
- *
56
- * @param duration
57
- * @param facingPed
58
- * @param timeToFacePed
59
- * @param flags
60
68
  */
61
- handsUp(duration: number, facingPed: Ped, timeToFacePed: number, flags: number): void;
69
+ goToCoordWhileAimingAtEntityUsingCombatStyle(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any): void;
62
70
  /**
63
- * timer: in ms, if it reaches 0 it will auto warp the ped on the horse
64
- * Flags will still apply to mountStyle
71
+ * Used with 'P_BODYPARTARMFLOAT02X' model in fishing_core.c
65
72
  *
66
- * @param mount
67
- * @param timer
68
- * @param seatIndex Refer to [enum: eVehicleSeat]
69
- * @param pedSpeed
70
- * @param mountStyle
71
- * @param p6
72
- * @param p7
73
- */
74
- mountAnimal(mount: Ped, timer: number, seatIndex: eVehicleSeat, pedSpeed: number, mountStyle: number, p6: any, p7: any): void;
75
- /**
76
- * @returns
77
- */
78
- getPedIsIgnoringDeadBodies(): any;
79
- /**
80
- * @param p1
81
- * @param p2
82
- * @param p3
83
- * @param p4
73
+ * @param object
84
74
  */
85
- setSphereDefensiveArea(p1: number, p2: number, p3: number, p4: number): void;
75
+ pedFishingrodHookObject(object: Prop): void;
86
76
  /**
87
- * @param p1
77
+ * @param exitAnimation
88
78
  * @param p2
89
- * @param p3
90
- * @param p4
91
79
  */
92
- useRandomScenarioInGroup(p1: any, p2: any, p3: any, p4: any): void;
80
+ reactLookAtEnd(exitAnimation: number, p2: boolean): void;
81
+ clearDrivebyTaskUnderneathDrivingTask(): void;
93
82
  /**
94
- * enum eWhistleType
95
- * {
96
- * WHISTLE_MAIN,
97
- * WHISTLE_SECONDARY,
98
- * WHISTLE_DOUBLE,
99
- * WHISTLE_URGENT,
100
- * WHISTLE_LONG
101
- * };
102
- *
103
- * @param p1
104
- * @param whistleType
83
+ * @param neverUseInteriors
105
84
  */
106
- goToWhistle(p1: Ped, whistleType: number): void;
85
+ setPedPathNeverUseInteriors(neverUseInteriors: boolean): void;
107
86
  /**
108
- * @param pos
109
- * @param duration
110
- * @param flags
111
- * @param p6
112
- * @param p7
87
+ * @param radius
113
88
  */
114
- lookAtCoord(pos: Vector3, duration: number, flags: number, p6: number, p7: boolean): void;
89
+ combatHatedTargets(radius: number): void;
115
90
  /**
116
- * @returns
91
+ * Only used in R* Scripts fishing_core and av_fishing_river
92
+ *
93
+ * @returns p1
117
94
  */
118
- isPedInHitReact(): any;
95
+ setTaskFishing(): [any, number];
119
96
  /**
120
97
  * @param p1
121
98
  * @param p2
@@ -125,77 +102,23 @@ export declare class PedTask extends BaseTask {
125
102
  * @param p6
126
103
  * @param p7
127
104
  * @param p8
105
+ * @param p9
106
+ * @param p10
128
107
  */
129
- N_0x3FFCD7BBA074CC80(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
130
- /**
131
- * @returns
132
- */
133
- isMountedWeaponTaskUnderneathDrivingTask(): boolean;
134
- /**
135
- * flags: See TASK_ENTER_VEHICLE
136
- *
137
- * @param p1
138
- * @param flags Refer to [enum: eEnterExitVehicleFlags]
139
- */
140
- disembarkNearestTrainCarriage(p1: number, flags: number): void;
141
- /**
142
- * fleeType: see TASK_FLEE_COORD
143
- *
144
- * @param fleeFromTarget
145
- * @param pos
146
- * @param distance
147
- * @param p6
148
- * @param p7
149
- * @param p8
150
- * @param targetPed
151
- */
152
- fleeFromPed(fleeFromTarget: Ped, pos: Vector3, distance: number, p6: number, p7: number, p8: number, targetPed: Ped): void;
153
- /**
154
- * @returns
155
- */
156
- isPedGettingUp(): boolean;
157
- /**
158
- * @param time
159
- */
160
- duck(time: number): void;
108
+ goToEntityWhileAimingAtEntityUsingCombatStyle(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any): void;
161
109
  /**
162
- * @param p1
110
+ * @param preferStayInWater
163
111
  * @param p2
164
- * @param p3
165
- * @param p4
166
- */
167
- robPed(p1: any, p2: any, p3: any, p4: any): void;
168
- /**
169
- * getupSetHash: see nm_blend_out_sets.meta
170
- *
171
- * @param flags
172
- * @param getupSetHash
173
- * @param p3
174
- * @param p4
175
- * @param p5
176
112
  */
177
- unhogtiePed(flags: number, getupSetHash: string | number, p3: string | null, p4: string | null, p5: number): void;
113
+ setPedPathPreferStayInWater(preferStayInWater: boolean, p2: number): void;
178
114
  /**
179
- * hecks if the ped camera is directed at the given coord within the specified radius. https://www.youtube.com/watch?v=iLHXrWVvq_c
180
- *
181
- * @param coord The coord to check if they're looking at
182
- * @param radius The radius of the frustum
183
- * @returns Returns `true` if the ped camera is within the range of the frustum, `false` otherwise
115
+ * @param name
184
116
  */
185
- isPedLookingAtCoord(coord: Vector3, radius: number): boolean;
117
+ requestTaskMoveNetworkStateTransition(name: string | null): void;
186
118
  /**
187
119
  * @param entity
188
120
  */
189
- walkAway(entity: Entity): void;
190
- /**
191
- * @returns
192
- */
193
- getHogtieEscapeTimer(): number;
194
- weapon(): void;
195
- /**
196
- * @returns
197
- */
198
- isPedWalking(): boolean;
121
+ pedFishingrodHookEntity(entity: Entity): void;
199
122
  /**
200
123
  * @param p1
201
124
  */
@@ -250,52 +173,365 @@ export declare class PedTask extends BaseTask {
250
173
  */
251
174
  ambientAnimalHunt(p1: any, p2: any): void;
252
175
  /**
253
- * @param p1
254
- * @param taskFlag Refer to [enum: eEnterExitVehicleFlags]
176
+ * @param goToLocationX
177
+ * @param goToLocationY
178
+ * @param goToLocationZ
179
+ * @param focusLocationX
180
+ * @param focusLocationY
181
+ * @param focusLocationZ
182
+ * @param speed
183
+ * @param shootAtEnemies
184
+ * @param distanceToStopAt
185
+ * @param noRoadsDistance
186
+ * @param unkTrue
187
+ * @param unkFlag
188
+ * @param aimingFlag
189
+ * @param firingPattern
255
190
  */
256
- leaveAnyVehicle(p1: number, taskFlag: number): void;
191
+ goToCoordAndAimAtHatedEntitiesNearCoord(goToLocationX: number, goToLocationY: number, goToLocationZ: number, focusLocationX: number, focusLocationY: number, focusLocationZ: number, speed: number, shootAtEnemies: boolean, distanceToStopAt: number, noRoadsDistance: number, unkTrue: boolean, unkFlag: number, aimingFlag: number, firingPattern: string | number): void;
257
192
  /**
258
- * @param targetPed
259
- * @param p2
193
+ * @param itemHash
194
+ * @param interactionAnimHash
260
195
  * @param p3
196
+ * @returns
261
197
  */
262
- combatPed(targetPed: Ped, p2: number, p3: number): void;
198
+ canStartItemInteraction(itemHash: string | number, interactionAnimHash: string | number, p3: number): any;
263
199
  /**
264
- * Params: p4 = -1.0f, p5 = -1, p6 = 0 in R* Scripts
265
- *
266
- * @param fleeFromTarget
267
- * @param fleeStyle Refer to [enum: eFleeStyle]
268
- * @param flag
200
+ * @param targetPed
201
+ * @param p2
202
+ * @param p3
269
203
  * @param p4
270
204
  * @param p5
271
205
  * @param p6
206
+ * @param p7
207
+ * @param p8
208
+ * @param p9
209
+ * @param p10
272
210
  */
273
- fleePed(fleeFromTarget: Ped, fleeStyle: number, flag: number, p4: number, p5: number, p6: number): void;
211
+ followAndConverseWithPed(targetPed: Ped, p2: any, p3: any, p4: number, p5: number, p6: number, p7: any, p8: any, p9: number, p10: number): void;
274
212
  /**
275
- * @returns
213
+ * @param pos
214
+ * @param distance
215
+ * @param p5
216
+ * @param p6
217
+ * @param p7
218
+ * @param p8
276
219
  */
277
- isPedLeadingHorse(): any;
220
+ useNearestScenarioChainToCoord(pos: Vector3, distance: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
278
221
  /**
279
- * @param entity
280
- * @param offset
281
- * @param movementSpeed
282
- * @param timeout
283
- * @param stoppingRange
284
- * @param persistFollowing
285
- * @param p9
286
- * @param walkOnly
287
- * @param p11
288
- * @param p12
289
- * @param p13
222
+ * @param eventName
223
+ * @returns
290
224
  */
291
- followToOffsetOfEntity(entity: Entity, offset: Vector3, movementSpeed: number, timeout: number, stoppingRange: number, persistFollowing: boolean, p9: boolean, walkOnly: boolean, p11: boolean, p12: boolean, p13: boolean): void;
225
+ getTaskMoveNetworkEvent(eventName: string | null): boolean;
292
226
  /**
293
- * duration: the amount of time in milliseconds to do the task. -1 will keep the task going until either another task is applied, or CLEAR_ALL_TASKS() is called with the ped
227
+ * Baits: see 0x9B0C7FA063E67629
294
228
  *
295
- * @param targetEntity
296
- * @param duration
297
- * @param p3
298
- * @param p4
229
+ * @param bait
230
+ * @param withoutBuoy
231
+ */
232
+ swapFishingBait(bait: string | null, withoutBuoy: boolean): void;
233
+ /**
234
+ * @returns
235
+ */
236
+ isDrivebyTaskUnderneathDrivingTask(): boolean;
237
+ cuffPed(): void;
238
+ /**
239
+ * This native allows to control the cruise speed of where you want the ped to go
240
+ * 3rd param might be the entity ped is in? like boat or wagon, 12th param might be the cruiseSpeed of the entity ped is in?
241
+ * EXAMPLE: TaskGoToCoordAnyMeansExtraParamsWithCruiseSpeed(PlayerPedId(), vector3(x, y, z), 3.0, entity, 1, 0, -1082130432, 0, 101004800, 520, 3.0, 1082130432, 0)
242
+ *
243
+ * @param cruiseSpeed
244
+ * @param entity
245
+ * @param p4
246
+ * @param p5
247
+ * @param p6
248
+ * @param p7
249
+ * @param p8
250
+ * @param p9
251
+ * @param p10
252
+ * @param p11
253
+ * @param cruiseSpeed2
254
+ * @param p13
255
+ * @param p14
256
+ * @returns gotoCoords
257
+ */
258
+ goToCoordAnyMeansExtraParamsWithCruiseSpeed(cruiseSpeed: number, entity: Entity, p4: number, p5: number, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, cruiseSpeed2: number, p13: any, p14: any): Vector3;
259
+ /**
260
+ * @returns
261
+ */
262
+ isTaskMoveNetworkReadyForTransition(): boolean;
263
+ clearDefensiveArea(): void;
264
+ /**
265
+ * @param modifier
266
+ */
267
+ setPedPathDeepSnowCostModifier(modifier: number): void;
268
+ /**
269
+ * @returns
270
+ */
271
+ getItemInteractionItemId(): number;
272
+ /**
273
+ * @param entity
274
+ * @param mount
275
+ * @param p3
276
+ */
277
+ placeCarriedEntityOnMount(entity: Entity, mount: Ped, p3: number): void;
278
+ detachCarriablePed(): void;
279
+ /**
280
+ * @returns
281
+ */
282
+ getItemInteractionState(): number;
283
+ /**
284
+ * @returns
285
+ */
286
+ getIsPedAimingInTheAir(): any;
287
+ /**
288
+ * param3: duration in ms, use -1 to look forever
289
+ * param4: using 2048 is fine
290
+ * param5: using 3 is fine
291
+ *
292
+ * @param lookAtTarget
293
+ * @param duration
294
+ * @param p3
295
+ * @param p4
296
+ * @param p5
297
+ */
298
+ lookAtEntity(lookAtTarget: Entity, duration: number, p3: number, p4: number, p5: number): void;
299
+ /**
300
+ * @param taskIndex
301
+ * @returns
302
+ */
303
+ getIsTaskActive(taskIndex: number): boolean;
304
+ /**
305
+ * grappleStyle: AR_GRAPPLE_STRUGGLE, AR_ALLIGATOR_LEG_GRAB_CHALLENGE_FAIL, AR_GRAPPLE_BACK_FROM_BACK, AR_GRAPPLE_BACK_DEFEND, AR_GRAPPLE_FRONT_FROM_FRONT
306
+ *
307
+ * @param grappleTarget
308
+ * @param grappleStyle
309
+ * @param p3
310
+ * @param p4
311
+ * @param p5
312
+ * @param p6
313
+ */
314
+ putPedDirectlyIntoGrapple(grappleTarget: Ped, grappleStyle: string | number, p3: number, p4: number, p5: boolean, p6: number): void;
315
+ /**
316
+ * @param p1
317
+ * @param p2
318
+ */
319
+ combatAnimalWarn(p1: any, p2: any): void;
320
+ /**
321
+ * @param toggle
322
+ */
323
+ setPedIgnoreDeadBodies(toggle: boolean): void;
324
+ /**
325
+ * @param p1
326
+ * @param p2
327
+ * @param p3
328
+ * @param p4
329
+ * @param p5
330
+ * @param p6
331
+ * @param p7
332
+ */
333
+ moveInTrafficToDestination(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any): void;
334
+ /**
335
+ * @param attacker
336
+ * @param p2
337
+ * @returns Returns `true` on success, or `false` if `attacker` doesn't exist, or is dead.
338
+ */
339
+ intimidated(attacker: Ped, p2: boolean): boolean;
340
+ /**
341
+ * @returns
342
+ */
343
+ waypointPlaybackGetIsShooting(): any;
344
+ /**
345
+ * @param pos
346
+ * @param distance
347
+ * @param p5
348
+ * @param p6
349
+ * @param p7
350
+ * @param p8
351
+ */
352
+ useNearestScenarioChainToCoordWarp(pos: Vector3, distance: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
353
+ /**
354
+ * returned values:
355
+ * 0 to 7 = task that's currently in progress, 0 meaning the first one.
356
+ * -1 no task sequence in progress.
357
+ *
358
+ * @returns
359
+ */
360
+ getSequenceProgress(): number;
361
+ /**
362
+ * @returns
363
+ */
364
+ waypointPlaybackGetIsAiming(): any;
365
+ /**
366
+ * @param toggle
367
+ */
368
+ setPedPathCanUseLadders(toggle: boolean): void;
369
+ /**
370
+ * @param p1
371
+ * @param p2
372
+ */
373
+ stopAnimPlayback(p1: number, p2: boolean): void;
374
+ /**
375
+ * @param targetPed
376
+ * @param p2
377
+ * @returns
378
+ */
379
+ confront(targetPed: Ped, p2: number): any;
380
+ N_0x1F298C7BD30D1240(): void;
381
+ /**
382
+ * @param p1
383
+ * @param p2
384
+ * @param p3
385
+ */
386
+ setCrouchMovement(p1: boolean, p2: any, p3: boolean): void;
387
+ /**
388
+ * Tells the ped to go to an offset coord from an entity, without using the navmesh. if timeBeforeTeleport is -1 the ped will never warp, p7 is 1 or 0 still unknown param
389
+ *
390
+ * @param entity
391
+ * @param offset
392
+ * @param moveBlendRatio
393
+ * @param timeBeforeTeleport
394
+ * @param p7
395
+ */
396
+ goStraightToCoordRelativeToEntity(entity: Entity, offset: Vector3, moveBlendRatio: number, timeBeforeTeleport: number, p7: number): void;
397
+ /**
398
+ * Sets the time it takes for a hogtied ped to escape
399
+ * -1.0f for ped to never escape
400
+ *
401
+ * @param time
402
+ */
403
+ setHogtieEscapeTimer(time: number): void;
404
+ /**
405
+ * Makes the ped run to take cover
406
+ */
407
+ stayInCover(): void;
408
+ /**
409
+ * @param p1
410
+ */
411
+ followWaypointRecordingAdvanced(p1: any): void;
412
+ /**
413
+ * Tells the ped to go to a coord, without using the navemesh. if timeBeforeTeleport is -1 the ped will never warp, p8 is always 0 or 1 still unknown
414
+ *
415
+ * @param pos
416
+ * @param moveBlendRatio
417
+ * @param timeBeforeTeleport
418
+ * @param finalHeading
419
+ * @param targetRadius
420
+ * @param p8
421
+ */
422
+ goStraightToCoord(pos: Vector3, moveBlendRatio: number, timeBeforeTeleport: number, finalHeading: number, targetRadius: number, p8: number): void;
423
+ /**
424
+ * @returns
425
+ */
426
+ getPedWaypointOverrideSpeed(): number;
427
+ /**
428
+ * Climbs or vaults the nearest thing.
429
+ *
430
+ * @param unused
431
+ */
432
+ climb(unused: boolean): void;
433
+ /**
434
+ * Old name: _TASK_VEHICLE_DRIVE_TO_POINT
435
+ * flag: 524419 and 0 in shop_horse_shop R* Script
436
+ *
437
+ * @param vehicle
438
+ * @param pos
439
+ * @param p5
440
+ * @param p6
441
+ * @param flag
442
+ */
443
+ vehicleDriveStraightToPoint(vehicle: Vehicle, pos: Vector3, p5: number, p6: number, flag: number): void;
444
+ /**
445
+ * @param p1
446
+ * @param p2
447
+ * @param p3
448
+ * @param p4
449
+ * @param p5
450
+ * @param p6
451
+ * @param p7
452
+ * @param p8
453
+ * @param p9
454
+ * @param p10
455
+ * @param p11
456
+ * @param p12
457
+ * @param p13
458
+ * @param p14
459
+ * @param p15
460
+ */
461
+ goToCoordWhileAimingAtCoordUsingCombatStyle(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any, p15: any): void;
462
+ /**
463
+ * flags: 0 = HANDS_UP_NOTHING; 1 = HANDS_UP_STRAIGHT_TO_LOOP
464
+ *
465
+ * @param duration
466
+ * @param facingPed
467
+ * @param timeToFacePed
468
+ * @param flags
469
+ */
470
+ handsUp(duration: number, facingPed: Ped, timeToFacePed: number, flags: number): void;
471
+ /**
472
+ * timer: in ms, if it reaches 0 it will auto warp the ped on the horse
473
+ * Flags will still apply to mountStyle
474
+ *
475
+ * @param mount
476
+ * @param timer
477
+ * @param seatIndex Refer to [enum: eVehicleSeat]
478
+ * @param pedSpeed
479
+ * @param mountStyle
480
+ * @param p6
481
+ * @param p7
482
+ */
483
+ mountAnimal(mount: Ped, timer: number, seatIndex: eVehicleSeat, pedSpeed: number, mountStyle: number, p6: any, p7: any): void;
484
+ /**
485
+ * @returns
486
+ */
487
+ getPedIsIgnoringDeadBodies(): any;
488
+ /**
489
+ * @param p1
490
+ * @param taskFlag Refer to [enum: eEnterExitVehicleFlags]
491
+ */
492
+ leaveAnyVehicle(p1: number, taskFlag: number): void;
493
+ /**
494
+ * @param targetPed
495
+ * @param p2
496
+ * @param p3
497
+ */
498
+ combatPed(targetPed: Ped, p2: number, p3: number): void;
499
+ /**
500
+ * Params: p4 = -1.0f, p5 = -1, p6 = 0 in R* Scripts
501
+ *
502
+ * @param fleeFromTarget
503
+ * @param fleeStyle Refer to [enum: eFleeStyle]
504
+ * @param flag
505
+ * @param p4
506
+ * @param p5
507
+ * @param p6
508
+ */
509
+ fleePed(fleeFromTarget: Ped, fleeStyle: number, flag: number, p4: number, p5: number, p6: number): void;
510
+ /**
511
+ * @returns
512
+ */
513
+ isPedLeadingHorse(): any;
514
+ /**
515
+ * @param entity
516
+ * @param offset
517
+ * @param movementSpeed
518
+ * @param timeout
519
+ * @param stoppingRange
520
+ * @param persistFollowing
521
+ * @param p9
522
+ * @param walkOnly
523
+ * @param p11
524
+ * @param p12
525
+ * @param p13
526
+ */
527
+ followToOffsetOfEntity(entity: Entity, offset: Vector3, movementSpeed: number, timeout: number, stoppingRange: number, persistFollowing: boolean, p9: boolean, walkOnly: boolean, p11: boolean, p12: boolean, p13: boolean): void;
528
+ /**
529
+ * duration: the amount of time in milliseconds to do the task. -1 will keep the task going until either another task is applied, or CLEAR_ALL_TASKS() is called with the ped
530
+ *
531
+ * @param targetEntity
532
+ * @param duration
533
+ * @param p3
534
+ * @param p4
299
535
  */
300
536
  aimGunAtEntity(targetEntity: Entity, duration: number, p3: boolean, p4: number): void;
301
537
  /**
@@ -314,396 +550,373 @@ export declare class PedTask extends BaseTask {
314
550
  * @param scenarioPoint
315
551
  * @param flag
316
552
  */
317
- hitchAnimal(scenarioPoint: number, flag: number): void;
318
- uncuffPed(): void;
553
+ hitchAnimal(scenarioPoint: number, flag: number): void;
554
+ uncuffPed(): void;
555
+ /**
556
+ * @param moveNetworkDefName
557
+ * @param p3
558
+ * @param p4
559
+ * @param animDict
560
+ * @param flags
561
+ * @returns taskData
562
+ */
563
+ moveNetworkByNameWithInitParams(moveNetworkDefName: string | null, p3: number, p4: boolean, animDict: string | null, flags: number): number;
319
564
  /**
320
- * @param p1
321
- * @param p2
322
- * @param p3
565
+ * @param pos
566
+ * @param entity
323
567
  */
324
- waypointPlaybackPause(p1: any, p2: any, p3: any): void;
568
+ jump2(pos: Vector3, entity: Entity): void;
325
569
  /**
326
- * meleeStyles: AR_GRAPPLE_BACK_FROM_BACK, AR_GRAPPLE_MOUNT_FACEDOWN_FROM_FRONT, AR_ALLIGATOR_LEAPKILL, AR_ALLIGATOR_WAIST_AUTOKILL_FRONT
327
- *
328
- * @param meleeTarget
329
- * @param meleeStyle
570
+ * @param scenario
571
+ * @param conditionalAnim
330
572
  * @param p3
331
- * @param animBlendRatio
573
+ * @param p4
332
574
  * @param p5
333
575
  * @param p6
576
+ * @param p7
577
+ * @param p8
578
+ * @param p9
334
579
  */
335
- putPedDirectlyIntoMelee(meleeTarget: Ped, meleeStyle: string | number, p3: number, animBlendRatio: number, p5: boolean, p6: number): void;
580
+ useScenarioPoint(scenario: number, conditionalAnim: string | null, p3: number, p4: boolean, p5: boolean, p6: string | number, p7: boolean, p8: number, p9: boolean): void;
336
581
  /**
337
- * @param waypointRecording
338
- * @param p2
339
- * @param flag
582
+ * @returns
583
+ */
584
+ isPedRunningTaskItemInteraction(): any;
585
+ /**
586
+ * @param vehicle
587
+ */
588
+ breakVehicleDoorLock(vehicle: Vehicle): void;
589
+ /**
590
+ * @param vehicle
591
+ * @param vehicleTarget
592
+ * @param missionType
340
593
  * @param p4
341
594
  * @param p5
342
595
  * @param p6
343
596
  * @param p7
597
+ * @param DriveAgainstTraffic
344
598
  */
345
- followWaypointRecording(waypointRecording: string | null, p2: number, flag: number, p4: number, p5: boolean, p6: any, p7: number): void;
599
+ vehicleMission(vehicle: Vehicle, vehicleTarget: Vehicle, missionType: number, p4: number, p5: any, p6: number, p7: number, DriveAgainstTraffic: boolean): void;
346
600
  /**
347
- * @param targetPed
601
+ * @param avoidTraffic
348
602
  */
349
- hogtieTargetPed(targetPed: Ped): void;
603
+ setPedPathAvoidTraffic(avoidTraffic: boolean): void;
350
604
  /**
351
- * shootatEntity:
352
- * If true, peds will shoot at Entity till it is dead.
353
- * If false, peds will just walk till they reach the entity and will cease shooting.
605
+ * Returns hash of the underlying move network def, see move_networks.xml
606
+ * https://alloc8or.re/rdr3/doc/misc/move_networks.txt
354
607
  *
608
+ * @returns
609
+ */
610
+ getTaskMoveNetworkId(): number;
611
+ /**
355
612
  * @param p1
356
613
  * @param p2
357
614
  * @param p3
358
615
  * @param p4
359
616
  * @param p5
360
617
  * @param p6
361
- * @param p7
362
- * @param p8
363
- * @param p9
364
- * @param p10
365
618
  */
366
- goToEntityWhileAimingAtEntity(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any): void;
619
+ guardAssignedDefensiveArea(p1: number, p2: number, p3: number, p4: number, p5: number, p6: any): void;
367
620
  /**
368
621
  * @param pos
369
- * @param distance
370
- */
371
- useNearestTrainScenarioToCoordWarp(pos: Vector3, distance: number): void;
372
- /**
373
- * @param p1
622
+ * @param duration
623
+ * @param firingPattern
624
+ * @param p6
374
625
  */
375
- wanderSwim(p1: any): void;
626
+ shootAtCoord(pos: Vector3, duration: number, firingPattern: string | number, p6: any): void;
376
627
  /**
377
- * duration in milliseconds
628
+ * Makes a ped react to an entity.
629
+ * Params: reactingTo Entity can be 0, p8 is always 4
378
630
  *
631
+ * @param reactingTo
379
632
  * @param pos
380
- * @param duration
633
+ * @param reactionName
634
+ * @param p6
635
+ * @param p7
636
+ * @param p8
381
637
  */
382
- turnPedToFaceCoord(pos: Vector3, duration: number): void;
638
+ react(reactingTo: Entity, pos: Vector3, reactionName: string | null, p6: number, p7: number, p8: number): void;
383
639
  /**
384
- * @param preferAvoidMud
640
+ * @param p1
385
641
  * @param p2
386
- */
387
- setPedPathPreferToAvoidMud(preferAvoidMud: boolean, p2: number): void;
388
- /**
389
- * @param animDict
390
- * @param animName
391
- * @param entity
642
+ * @param p3
392
643
  * @param p4
393
644
  * @param p5
394
645
  * @param p6
395
646
  * @param p7
396
- * @param p8
647
+ */
648
+ guardAssignedDefensiveArea2(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any): void;
649
+ /**
650
+ * @param pos
651
+ * @param heading
652
+ */
653
+ plantBomb(pos: Vector3, heading: number): void;
654
+ /**
655
+ * @param scenarioHash
656
+ * @param pos
657
+ * @param heading
658
+ * @param duration
659
+ * @param sittingScenario
660
+ * @param teleport
397
661
  * @param p9
398
662
  * @param p10
399
663
  * @param p11
400
- * @param p12
401
- * @param p13
402
- * @param p14
403
664
  */
404
- playUpperAnimFacingEntity(animDict: string | null, animName: string | null, entity: Entity, p4: number, p5: number, p6: number, p7: number, p8: number, p9: boolean, p10: boolean, p11: number, p12: string | null, p13: number, p14: number): void;
665
+ startScenarioAtPosition(scenarioHash: string | number, pos: Vector3, heading: number, duration: number, sittingScenario: boolean, teleport: boolean, p9: string | null, p10: number, p11: boolean): void;
405
666
  /**
406
- * @param goToLocationX
407
- * @param goToLocationY
408
- * @param goToLocationZ
409
- * @param focusLocationX
410
- * @param focusLocationY
411
- * @param focusLocationZ
667
+ * @param vehicle
668
+ * @param pos
412
669
  * @param speed
413
- * @param shootAtEnemies
414
- * @param distanceToStopAt
415
- * @param noRoadsDistance
416
- * @param unkTrue
417
- * @param unkFlag
418
- * @param aimingFlag
419
- * @param firingPattern
670
+ * @param behaviorFlag
671
+ * @param stoppingRange
420
672
  */
421
- goToCoordAndAimAtHatedEntitiesNearCoord(goToLocationX: number, goToLocationY: number, goToLocationZ: number, focusLocationX: number, focusLocationY: number, focusLocationZ: number, speed: number, shootAtEnemies: boolean, distanceToStopAt: number, noRoadsDistance: number, unkTrue: boolean, unkFlag: number, aimingFlag: number, firingPattern: string | number): void;
673
+ vehicleGotoNavmesh(vehicle: Vehicle, pos: Vector3, speed: number, behaviorFlag: number, stoppingRange: number): void;
422
674
  /**
423
- * @param itemHash
424
- * @param interactionAnimHash
675
+ * grappleStyle: AR_GRAPPLE_MOUNT_STANDING_FROM_FRONT, AR_GRAPPLE_MOUNT_STANDING_FROM_RIGHT, AR_GRAPPLE_MOUNT_STANDING_FROM_BACK, AR_GRAPPLE_MOUNT_STANDING_FROM_LEFT, AR_GRAPPLE_MOUNT_FROM_FRONT, AR_WOLF_EXECUTION_ENTER_FROM_BACK, AR_GRAPPLE_DRAG_FRONT_ON_ASS, AR_GRAPPLE_FRONT_FROM_LEFT_FAR, AR_BEAR_CHALLENGE_FRONT, AR_GRAPPLE_FRONT_FROM_FRONT, AR_GRAPPLE_MOUNT_FACEUP_FROM_FRONT
676
+ *
677
+ * @param targetPed
678
+ * @param grappleStyle
425
679
  * @param p3
680
+ * @param p4
681
+ * @param p5
682
+ * @param p6
426
683
  * @returns
427
684
  */
428
- canStartItemInteraction(itemHash: string | number, interactionAnimHash: string | number, p3: number): any;
685
+ grapple(targetPed: Ped, grappleStyle: string | number, p3: number, p4: number, p5: number, p6: number): any;
429
686
  /**
430
- * @param targetPed
431
- * @param p2
687
+ * @param ped1
688
+ * @param waypointRecording
432
689
  * @param p3
433
690
  * @param p4
434
691
  * @param p5
435
692
  * @param p6
436
693
  * @param p7
437
694
  * @param p8
438
- * @param p9
439
- * @param p10
440
695
  */
441
- followAndConverseWithPed(targetPed: Ped, p2: any, p3: any, p4: number, p5: number, p6: number, p7: any, p8: any, p9: number, p10: number): void;
696
+ followEntityAlongWaypointRecordingAtOffset(ped1: Ped, waypointRecording: string | null, p3: number, p4: number, p5: number, p6: number, p7: number, p8: boolean): void;
442
697
  /**
443
698
  * @param pos
444
- * @param distance
699
+ * @param speed
445
700
  * @param p5
446
701
  * @param p6
447
- * @param p7
702
+ * @param walkingStyle
448
703
  * @param p8
704
+ * @param p9
705
+ * @param p10
706
+ * @param p11
707
+ * @param p12
449
708
  */
450
- useNearestScenarioChainToCoord(pos: Vector3, distance: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
451
- /**
452
- * @param eventName
453
- * @returns
454
- */
455
- getTaskMoveNetworkEvent(eventName: string | null): boolean;
456
- /**
457
- * Baits: see 0x9B0C7FA063E67629
458
- *
459
- * @param bait
460
- * @param withoutBuoy
461
- */
462
- swapFishingBait(bait: string | null, withoutBuoy: boolean): void;
463
- /**
464
- * @returns
465
- */
466
- isDrivebyTaskUnderneathDrivingTask(): boolean;
467
- cuffPed(): void;
709
+ goToCoordAnyMeansExtraParams(pos: Vector3, speed: number, p5: any, p6: boolean, walkingStyle: number, p8: number, p9: any, p10: any, p11: any, p12: any): void;
468
710
  /**
469
- * This native allows to control the cruise speed of where you want the ped to go
470
- * 3rd param might be the entity ped is in? like boat or wagon, 12th param might be the cruiseSpeed of the entity ped is in?
471
- * EXAMPLE: TaskGoToCoordAnyMeansExtraParamsWithCruiseSpeed(PlayerPedId(), vector3(x, y, z), 3.0, entity, 1, 0, -1082130432, 0, 101004800, 520, 3.0, 1082130432, 0)
472
- *
473
- * @param cruiseSpeed
474
- * @param entity
475
- * @param p4
476
- * @param p5
477
- * @param p6
478
- * @param p7
711
+ * @param pos
712
+ * @param speedMultiplier
713
+ * @param timeout
714
+ * @param stoppingRange
715
+ * @param flags
479
716
  * @param p8
480
717
  * @param p9
481
718
  * @param p10
482
- * @param p11
483
- * @param cruiseSpeed2
484
- * @param p13
485
- * @param p14
486
- * @returns gotoCoords
719
+ * @param entity
720
+ * @param unk
487
721
  */
488
- goToCoordAnyMeansExtraParamsWithCruiseSpeed(cruiseSpeed: number, entity: Entity, p4: number, p5: number, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, cruiseSpeed2: number, p13: any, p14: any): Vector3;
722
+ followNavMeshToCoordAdvanced(pos: Vector3, speedMultiplier: number, timeout: number, stoppingRange: number, flags: number, p8: number, p9: number, p10: number, entity: Entity, unk: number): void;
489
723
  /**
490
724
  * @param radius
725
+ * @param time
726
+ * @param flags
491
727
  */
492
- combatHatedTargetsNoLosTest(radius: number): void;
728
+ combatHatedTargetsAroundPedTimed(radius: number, time: number, flags: number): void;
493
729
  /**
494
- * @param p1
730
+ * @returns
495
731
  */
496
- N_0x31BB338F64D5C861(p1: boolean): void;
732
+ isPedRunning(): boolean;
497
733
  /**
498
- * @param modifier
734
+ * @returns
499
735
  */
500
- setPedPathClimbCostModifier(modifier: number): void;
736
+ isPedSprinting(): boolean;
501
737
  /**
502
- * @param entity
503
- * @param duration
504
- * @param targetRadius
505
- * @param offset
506
- * @param moveBlendRatio
507
- * @param offsetFlags
738
+ * @param useSlidingSurfaces
508
739
  */
509
- gotoEntityOffsetXy(entity: Entity, duration: number, targetRadius: number, offset: Vector2, moveBlendRatio: number, offsetFlags: number): void;
740
+ setPedPathMayUseSlidingSurfaces(useSlidingSurfaces: boolean): void;
510
741
  /**
511
- * Makes ped walk around the area the params p1 p2 seems to not affect anything but p2 is either 0 or 1 and p1 is mostly 1.0 or ped heading
742
+ * Force a ped that is already attacking to aim directly at the specified world coordinates.
512
743
  *
513
- * @param p2
514
- * @param p3
744
+ * @param pos
745
+ * @param p4
746
+ * @param p5
747
+ * @param p6
515
748
  */
516
- wanderStandard(p2: number, p3: number): void;
749
+ forcePointAimAtCoord(pos: Vector3, p4?: number, p5?: boolean, p6?: boolean): void;
517
750
  /**
518
751
  * @param p1
519
752
  * @param p2
520
- */
521
- clearPedTasks(p1: boolean, p2: boolean): void;
522
- /**
523
- * @param moveNetworkDefName
524
753
  * @param p3
525
754
  * @param p4
526
- * @param animDict
527
- * @param flags
528
- * @returns taskData
529
- */
530
- moveNetworkByNameWithInitParams(moveNetworkDefName: string | null, p3: number, p4: boolean, animDict: string | null, flags: number): number;
531
- /**
532
- * @param pos
533
- * @param entity
534
755
  */
535
- jump2(pos: Vector3, entity: Entity): void;
756
+ swapWeapon(p1: any, p2: any, p3: any, p4: any): void;
536
757
  /**
537
- * @param scenario
538
- * @param conditionalAnim
758
+ * @param p1
759
+ * @param p2
539
760
  * @param p3
540
761
  * @param p4
541
762
  * @param p5
542
763
  * @param p6
543
764
  * @param p7
544
765
  * @param p8
766
+ */
767
+ gotoEntityOffsetXyz(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
768
+ /**
769
+ * @param pos
770
+ * @param distance
771
+ * @param duration
772
+ * @param p6
773
+ * @param p7
774
+ * @param p8
545
775
  * @param p9
546
776
  */
547
- useScenarioPoint(scenario: number, conditionalAnim: string | null, p3: number, p4: boolean, p5: boolean, p6: string | number, p7: boolean, p8: number, p9: boolean): void;
777
+ useNearestScenarioToCoordWarp(pos: Vector3, distance: number, duration: number, p6: boolean, p7: boolean, p8: boolean, p9: boolean): void;
548
778
  /**
779
+ * @param p1
549
780
  * @returns
550
781
  */
551
- isPedRunningTaskItemInteraction(): any;
552
- /**
553
- * @param vehicle
554
- */
555
- breakVehicleDoorLock(vehicle: Vehicle): void;
782
+ N_0x2D657B10F211C572(p1: number): any;
556
783
  /**
557
- * @param vehicle
558
- * @param vehicleTarget
559
- * @param missionType
784
+ * Coords: volume coords used in R* Script smuggler2
785
+ * p4/p5 = 0 in R* Scripts previous name TASK_COMBAT_PED_3
786
+ *
787
+ * @param pos
560
788
  * @param p4
561
789
  * @param p5
562
- * @param p6
563
- * @param p7
564
- * @param DriveAgainstTraffic
565
790
  */
566
- vehicleMission(vehicle: Vehicle, vehicleTarget: Vehicle, missionType: number, p4: number, p5: any, p6: number, p7: number, DriveAgainstTraffic: boolean): void;
791
+ combatPedAtCoords(pos: Vector3, p4: number, p5: number): void;
567
792
  /**
568
- * @param avoidTraffic
793
+ * Makes the specified ped stand still for (time) milliseconds.
794
+ *
795
+ * @param time
569
796
  */
570
- setPedPathAvoidTraffic(avoidTraffic: boolean): void;
797
+ standStill(time: number): void;
571
798
  /**
572
- * @param p1
573
- * @param p2
799
+ * @param animDictionary
800
+ * @param animationName
801
+ * @param p3
574
802
  */
575
- guard(p1: any, p2: any): void;
803
+ stopAnimTask(animDictionary: string | null, animationName: string | null, p3: number): void;
576
804
  /**
577
- * @param attacker
805
+ * @param p1
578
806
  * @param p2
579
- * @param unusedParam3 Unused by the native.
580
- * @param unusedParam4 Unused by the native.
581
- * @param everyFrame Removes the `0x1000` bitmask from `flag`
582
- * @param p6
583
- * @param p7 Removes the `0x80000` bitmask from `flag`
584
- * @param flag
585
- * @returns Returns `true` on success, `false` if it failed (whether due to `attacker` being invalid, or the `attacker` ped being dead)
586
- */
587
- intimidated2(attacker: Ped, p2: number, unusedParam3: boolean, unusedParam4: boolean, everyFrame: boolean, p6: boolean, p7: boolean, flag: number): boolean;
588
- /**
589
- * @param avoidFire
807
+ * @param p3
590
808
  */
591
- setPedPathAvoidFire(avoidFire: boolean): void;
809
+ turnToFaceClosestPed(p1: number, p2: number, p3: number): void;
592
810
  /**
593
- * @param reviver
594
- * @param tool
811
+ * Fishing Research: https://pastebin.com/NmK5ZLVs
812
+ * Only used in R* Scripts fishing_core and av_fishing_river
813
+ *
814
+ * @returns p1
595
815
  */
596
- reviveTarget(reviver: Ped, tool: string | number): void;
816
+ getTaskFishing(): [any, number];
597
817
  /**
598
- * https://github.com/femga/rdr3_discoveries/blob/master/animations/kit_emotes_list.lua
599
- * emote: https://alloc8or.re/rdr3/doc/enums/eEmote.txt enum eEmoteType
600
- * {
601
- * EMOTE_TYPE_INVALID = -1,
602
- * EMOTE_TYPE_REACT,
603
- * EMOTE_TYPE_ACTION,
604
- * EMOTE_TYPE_TAUNT,
605
- * EMOTE_TYPE_GREET,
606
- * EMOTE_TYPE_TWIRL_GUN,
607
- * EMOTE_TYPE_DANCE_FLOOR
608
- * }; enum eEmotePlaybackMode
609
- * {
610
- * EMOTE_PM_INVALID = -1,
611
- * EMOTE_PM_UPPERBODY,
612
- * EMOTE_PM_UPPERBODY_LOOP,
613
- * EMOTE_PM_FULLBODY,
614
- * };
615
- *
616
- * @param emoteType
617
- * @param playbackMode
618
- * @param emote
619
- * @param isSecondaryTask
620
- * @param canBreakOut
621
- * @param disableEarlyOutAnimTag
622
- * @param ignoreInvalidMainTask
623
- * @param destroyProps
818
+ * @param p1
819
+ * @param p2
624
820
  */
625
- playEmoteWithHash(emoteType: number, playbackMode: number, emote: string | number, isSecondaryTask: boolean, canBreakOut: boolean, disableEarlyOutAnimTag: boolean, ignoreInvalidMainTask: boolean, destroyProps: boolean): void;
821
+ shockingEventReact(p1: any, p2: any): void;
626
822
  /**
627
823
  * @returns
628
824
  */
629
- isTaskMoveNetworkReadyForTransition(): boolean;
630
- clearDefensiveArea(): void;
825
+ N_0xB520DBDA7FCF573F(): boolean;
631
826
  /**
632
- * @param modifier
827
+ * fleeType: see TASK_FLEE_COORD
828
+ *
829
+ * @param fleeFromTarget
830
+ * @param pos
831
+ * @param distance
832
+ * @param p6
833
+ * @param p7
834
+ * @param p8
835
+ * @param targetPed
633
836
  */
634
- setPedPathDeepSnowCostModifier(modifier: number): void;
837
+ fleeFromPed(fleeFromTarget: Ped, pos: Vector3, distance: number, p6: number, p7: number, p8: number, targetPed: Ped): void;
635
838
  /**
636
839
  * @returns
637
840
  */
638
- getItemInteractionItemId(): number;
639
- /**
640
- * @param entity
641
- * @param mount
642
- * @param p3
643
- */
644
- placeCarriedEntityOnMount(entity: Entity, mount: Ped, p3: number): void;
645
- detachCarriablePed(): void;
841
+ isPedGettingUp(): boolean;
646
842
  /**
647
- * @returns
843
+ * @param time
648
844
  */
649
- getItemInteractionState(): number;
845
+ duck(time: number): void;
650
846
  /**
651
- * @returns
847
+ * @param p1
848
+ * @param p2
849
+ * @param p3
850
+ * @param p4
652
851
  */
653
- getIsPedAimingInTheAir(): any;
852
+ robPed(p1: any, p2: any, p3: any, p4: any): void;
654
853
  /**
655
- * param3: duration in ms, use -1 to look forever
656
- * param4: using 2048 is fine
657
- * param5: using 3 is fine
854
+ * getupSetHash: see nm_blend_out_sets.meta
658
855
  *
659
- * @param lookAtTarget
660
- * @param duration
856
+ * @param flags
857
+ * @param getupSetHash
661
858
  * @param p3
662
859
  * @param p4
663
860
  * @param p5
664
861
  */
665
- lookAtEntity(lookAtTarget: Entity, duration: number, p3: number, p4: number, p5: number): void;
862
+ unhogtiePed(flags: number, getupSetHash: string | number, p3: string | null, p4: string | null, p5: number): void;
863
+ /**
864
+ * hecks if the ped camera is directed at the given coord within the specified radius. https://www.youtube.com/watch?v=iLHXrWVvq_c
865
+ *
866
+ * @param coord The coord to check if they're looking at
867
+ * @param radius The radius of the frustum
868
+ * @returns Returns `true` if the ped camera is within the range of the frustum, `false` otherwise
869
+ */
870
+ isPedLookingAtCoord(coord: Vector3, radius: number): boolean;
871
+ /**
872
+ * @param entity
873
+ */
874
+ walkAway(entity: Entity): void;
666
875
  /**
667
- * @param taskIndex
668
876
  * @returns
669
877
  */
670
- getIsTaskActive(taskIndex: number): boolean;
878
+ getHogtieEscapeTimer(): number;
879
+ weapon(): void;
671
880
  /**
672
- * Returns hash of the underlying move network def, see move_networks.xml
673
- * https://alloc8or.re/rdr3/doc/misc/move_networks.txt
674
- *
675
881
  * @returns
676
882
  */
677
- getTaskMoveNetworkId(): number;
883
+ isPedWalking(): boolean;
678
884
  /**
679
885
  * @param p1
680
886
  * @param p2
681
887
  * @param p3
682
- * @param p4
683
- * @param p5
684
- * @param p6
685
888
  */
686
- guardAssignedDefensiveArea(p1: number, p2: number, p3: number, p4: number, p5: number, p6: any): void;
889
+ waypointPlaybackPause(p1: any, p2: any, p3: any): void;
687
890
  /**
688
- * @param pos
689
- * @param duration
690
- * @param firingPattern
891
+ * meleeStyles: AR_GRAPPLE_BACK_FROM_BACK, AR_GRAPPLE_MOUNT_FACEDOWN_FROM_FRONT, AR_ALLIGATOR_LEAPKILL, AR_ALLIGATOR_WAIST_AUTOKILL_FRONT
892
+ *
893
+ * @param meleeTarget
894
+ * @param meleeStyle
895
+ * @param p3
896
+ * @param animBlendRatio
897
+ * @param p5
691
898
  * @param p6
692
899
  */
693
- shootAtCoord(pos: Vector3, duration: number, firingPattern: string | number, p6: any): void;
900
+ putPedDirectlyIntoMelee(meleeTarget: Ped, meleeStyle: string | number, p3: number, animBlendRatio: number, p5: boolean, p6: number): void;
694
901
  /**
695
- * Makes a ped react to an entity.
696
- * Params: reactingTo Entity can be 0, p8 is always 4
697
- *
698
- * @param reactingTo
699
- * @param pos
700
- * @param reactionName
902
+ * @param waypointRecording
903
+ * @param p2
904
+ * @param flag
905
+ * @param p4
906
+ * @param p5
701
907
  * @param p6
702
908
  * @param p7
703
- * @param p8
704
909
  */
705
- react(reactingTo: Entity, pos: Vector3, reactionName: string | null, p6: number, p7: number, p8: number): void;
910
+ followWaypointRecording(waypointRecording: string | null, p2: number, flag: number, p4: number, p5: boolean, p6: any, p7: number): void;
911
+ /**
912
+ * @param targetPed
913
+ */
914
+ hogtieTargetPed(targetPed: Ped): void;
706
915
  /**
916
+ * shootatEntity:
917
+ * If true, peds will shoot at Entity till it is dead.
918
+ * If false, peds will just walk till they reach the entity and will cease shooting.
919
+ *
707
920
  * @param p1
708
921
  * @param p2
709
922
  * @param p3
@@ -711,69 +924,104 @@ export declare class PedTask extends BaseTask {
711
924
  * @param p5
712
925
  * @param p6
713
926
  * @param p7
927
+ * @param p8
928
+ * @param p9
929
+ * @param p10
714
930
  */
715
- guardAssignedDefensiveArea2(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any): void;
931
+ goToEntityWhileAimingAtEntity(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any): void;
716
932
  /**
717
933
  * @param pos
718
- * @param heading
934
+ * @param distance
719
935
  */
720
- plantBomb(pos: Vector3, heading: number): void;
936
+ useNearestTrainScenarioToCoordWarp(pos: Vector3, distance: number): void;
721
937
  /**
722
- * @param scenarioHash
938
+ * @param p1
939
+ */
940
+ wanderSwim(p1: any): void;
941
+ /**
942
+ * duration in milliseconds
943
+ *
723
944
  * @param pos
724
- * @param heading
725
945
  * @param duration
726
- * @param sittingScenario
727
- * @param teleport
946
+ */
947
+ turnPedToFaceCoord(pos: Vector3, duration: number): void;
948
+ /**
949
+ * @param preferAvoidMud
950
+ * @param p2
951
+ */
952
+ setPedPathPreferToAvoidMud(preferAvoidMud: boolean, p2: number): void;
953
+ /**
954
+ * @param animDict
955
+ * @param animName
956
+ * @param entity
957
+ * @param p4
958
+ * @param p5
959
+ * @param p6
960
+ * @param p7
961
+ * @param p8
728
962
  * @param p9
729
963
  * @param p10
730
964
  * @param p11
965
+ * @param p12
966
+ * @param p13
967
+ * @param p14
731
968
  */
732
- startScenarioAtPosition(scenarioHash: string | number, pos: Vector3, heading: number, duration: number, sittingScenario: boolean, teleport: boolean, p9: string | null, p10: number, p11: boolean): void;
969
+ playUpperAnimFacingEntity(animDict: string | null, animName: string | null, entity: Entity, p4: number, p5: number, p6: number, p7: number, p8: number, p9: boolean, p10: boolean, p11: number, p12: string | null, p13: number, p14: number): void;
733
970
  /**
734
- * @param vehicle
735
- * @param pos
736
- * @param speed
737
- * @param behaviorFlag
738
- * @param stoppingRange
971
+ * @param p1
972
+ * @param p2
739
973
  */
740
- vehicleGotoNavmesh(vehicle: Vehicle, pos: Vector3, speed: number, behaviorFlag: number, stoppingRange: number): void;
974
+ guard(p1: any, p2: any): void;
741
975
  /**
742
- * grappleStyle: AR_GRAPPLE_MOUNT_STANDING_FROM_FRONT, AR_GRAPPLE_MOUNT_STANDING_FROM_RIGHT, AR_GRAPPLE_MOUNT_STANDING_FROM_BACK, AR_GRAPPLE_MOUNT_STANDING_FROM_LEFT, AR_GRAPPLE_MOUNT_FROM_FRONT, AR_WOLF_EXECUTION_ENTER_FROM_BACK, AR_GRAPPLE_DRAG_FRONT_ON_ASS, AR_GRAPPLE_FRONT_FROM_LEFT_FAR, AR_BEAR_CHALLENGE_FRONT, AR_GRAPPLE_FRONT_FROM_FRONT, AR_GRAPPLE_MOUNT_FACEUP_FROM_FRONT
743
- *
744
- * @param targetPed
745
- * @param grappleStyle
746
- * @param p3
747
- * @param p4
748
- * @param p5
976
+ * @param attacker
977
+ * @param p2
978
+ * @param unusedParam3 Unused by the native.
979
+ * @param unusedParam4 Unused by the native.
980
+ * @param everyFrame Removes the `0x1000` bitmask from `flag`
749
981
  * @param p6
750
- * @returns
982
+ * @param p7 Removes the `0x80000` bitmask from `flag`
983
+ * @param flag
984
+ * @returns Returns `true` on success, `false` if it failed (whether due to `attacker` being invalid, or the `attacker` ped being dead)
751
985
  */
752
- grapple(targetPed: Ped, grappleStyle: string | number, p3: number, p4: number, p5: number, p6: number): any;
986
+ intimidated2(attacker: Ped, p2: number, unusedParam3: boolean, unusedParam4: boolean, everyFrame: boolean, p6: boolean, p7: boolean, flag: number): boolean;
753
987
  /**
754
- * @param ped1
755
- * @param waypointRecording
756
- * @param p3
757
- * @param p4
758
- * @param p5
759
- * @param p6
760
- * @param p7
761
- * @param p8
988
+ * @param avoidFire
762
989
  */
763
- followEntityAlongWaypointRecordingAtOffset(ped1: Ped, waypointRecording: string | null, p3: number, p4: number, p5: number, p6: number, p7: number, p8: boolean): void;
990
+ setPedPathAvoidFire(avoidFire: boolean): void;
764
991
  /**
765
- * @param pos
766
- * @param speed
767
- * @param p5
768
- * @param p6
769
- * @param walkingStyle
770
- * @param p8
771
- * @param p9
772
- * @param p10
773
- * @param p11
774
- * @param p12
992
+ * @param reviver
993
+ * @param tool
775
994
  */
776
- goToCoordAnyMeansExtraParams(pos: Vector3, speed: number, p5: any, p6: boolean, walkingStyle: number, p8: number, p9: any, p10: any, p11: any, p12: any): void;
995
+ reviveTarget(reviver: Ped, tool: string | number): void;
996
+ /**
997
+ * https://github.com/femga/rdr3_discoveries/blob/master/animations/kit_emotes_list.lua
998
+ * emote: https://alloc8or.re/rdr3/doc/enums/eEmote.txt enum eEmoteType
999
+ * {
1000
+ * EMOTE_TYPE_INVALID = -1,
1001
+ * EMOTE_TYPE_REACT,
1002
+ * EMOTE_TYPE_ACTION,
1003
+ * EMOTE_TYPE_TAUNT,
1004
+ * EMOTE_TYPE_GREET,
1005
+ * EMOTE_TYPE_TWIRL_GUN,
1006
+ * EMOTE_TYPE_DANCE_FLOOR
1007
+ * }; enum eEmotePlaybackMode
1008
+ * {
1009
+ * EMOTE_PM_INVALID = -1,
1010
+ * EMOTE_PM_UPPERBODY,
1011
+ * EMOTE_PM_UPPERBODY_LOOP,
1012
+ * EMOTE_PM_FULLBODY,
1013
+ * };
1014
+ *
1015
+ * @param emoteType
1016
+ * @param playbackMode
1017
+ * @param emote
1018
+ * @param isSecondaryTask
1019
+ * @param canBreakOut
1020
+ * @param disableEarlyOutAnimTag
1021
+ * @param ignoreInvalidMainTask
1022
+ * @param destroyProps
1023
+ */
1024
+ playEmoteWithHash(emoteType: number, playbackMode: number, emote: string | number, isSecondaryTask: boolean, canBreakOut: boolean, disableEarlyOutAnimTag: boolean, ignoreInvalidMainTask: boolean, destroyProps: boolean): void;
777
1025
  /**
778
1026
  * @param pos
779
1027
  * @param timeout
@@ -850,127 +1098,6 @@ export declare class PedTask extends BaseTask {
850
1098
  * @param p5
851
1099
  */
852
1100
  pedSlideToCoord(pos: Vector3, heading: number, p5: number): void;
853
- /**
854
- * grappleStyle: AR_GRAPPLE_STRUGGLE, AR_ALLIGATOR_LEG_GRAB_CHALLENGE_FAIL, AR_GRAPPLE_BACK_FROM_BACK, AR_GRAPPLE_BACK_DEFEND, AR_GRAPPLE_FRONT_FROM_FRONT
855
- *
856
- * @param grappleTarget
857
- * @param grappleStyle
858
- * @param p3
859
- * @param p4
860
- * @param p5
861
- * @param p6
862
- */
863
- putPedDirectlyIntoGrapple(grappleTarget: Ped, grappleStyle: string | number, p3: number, p4: number, p5: boolean, p6: number): void;
864
- /**
865
- * @param p1
866
- * @param p2
867
- */
868
- combatAnimalWarn(p1: any, p2: any): void;
869
- /**
870
- * @param toggle
871
- */
872
- setPedIgnoreDeadBodies(toggle: boolean): void;
873
- /**
874
- * @param p1
875
- * @param p2
876
- * @param p3
877
- * @param p4
878
- * @param p5
879
- * @param p6
880
- * @param p7
881
- */
882
- moveInTrafficToDestination(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any): void;
883
- /**
884
- * @param attacker
885
- * @param p2
886
- * @returns Returns `true` on success, or `false` if `attacker` doesn't exist, or is dead.
887
- */
888
- intimidated(attacker: Ped, p2: boolean): boolean;
889
- /**
890
- * @returns
891
- */
892
- waypointPlaybackGetIsShooting(): any;
893
- /**
894
- * @param pos
895
- * @param distance
896
- * @param p5
897
- * @param p6
898
- * @param p7
899
- * @param p8
900
- */
901
- useNearestScenarioChainToCoordWarp(pos: Vector3, distance: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
902
- /**
903
- * returned values:
904
- * 0 to 7 = task that's currently in progress, 0 meaning the first one.
905
- * -1 no task sequence in progress.
906
- *
907
- * @returns
908
- */
909
- getSequenceProgress(): number;
910
- /**
911
- * @returns
912
- */
913
- waypointPlaybackGetIsAiming(): any;
914
- /**
915
- * @param signalName
916
- * @param value
917
- */
918
- setTaskMoveNetworkSignalFloat(signalName: string | null, value: number): void;
919
- /**
920
- * @param taskSequenceId
921
- */
922
- performSequence(taskSequenceId: number): void;
923
- /**
924
- * @param p1
925
- * @param p2
926
- * @param p3
927
- */
928
- moveInTraffic(p1: any, p2: any, p3: any): void;
929
- /**
930
- * @param p1
931
- * @param permanently
932
- */
933
- knockedOut(p1: number, permanently: boolean): void;
934
- /**
935
- * @param duration
936
- */
937
- updateTaskHandsUpDuration(duration: number): void;
938
- /**
939
- * Similar to 0xB31A277C1AC7B7FF but checks if the ped's inventory contains the specified emote kit.
940
- *
941
- * @param emoteType
942
- * @param playbackMode
943
- * @param emote
944
- * @param isSecondaryTask
945
- * @param canBreakOut
946
- * @param disableEarlyOutAnimTag
947
- * @param ignoreInvalidMainTask
948
- * @param destroyProps
949
- */
950
- playEmote(emoteType: number, playbackMode: number, emote: string | number, isSecondaryTask: boolean, canBreakOut: boolean, disableEarlyOutAnimTag: boolean, ignoreInvalidMainTask: boolean, destroyProps: boolean): void;
951
- /**
952
- * @param boat
953
- * @param p2
954
- * @param p3
955
- * @param pos
956
- * @param p7
957
- * @param maxSpeed
958
- * @param drivingStyle
959
- * @param p10
960
- * @param p11
961
- */
962
- boatMission(boat: Vehicle, p2: any, p3: any, pos: Vector3, p7: any, maxSpeed: number, drivingStyle: number, p10: number, p11: any): void;
963
- /**
964
- * @param useLimits If `true` the ped's viewing angle will be limited to the angle range given for `minAngle` and `maxAngle`, when set to `false` the player always fully faces the player
965
- * @param minAngle The minimum viewing angle, requires `useLimits` to be `true`.
966
- * @param maxAngle The maximum viewing angle, reuqeres `useLimits` to be `true`.
967
- */
968
- setIntimidatedFacingAngle(useLimits: boolean, minAngle: number, maxAngle: number): void;
969
- /**
970
- * @param targetPed
971
- * @param p2
972
- */
973
- animalFlee(targetPed: Ped, p2: any): void;
974
1101
  /**
975
1102
  * @returns
976
1103
  */
@@ -2251,173 +2378,72 @@ export declare class PedTask extends BaseTask {
2251
2378
  * @param p1
2252
2379
  * @param p2
2253
2380
  */
2254
- ambientAnimalStalk(p1: any, p2: any): void;
2255
- /**
2256
- * @param phaseName
2257
- * @returns
2258
- */
2259
- getTaskMoveNetworkPhaseFloat(phaseName: string | null): number;
2260
- /**
2261
- * This tasks the ped to do nothing for the specified amount of milliseconds.
2262
- * This is useful if you want to add a delay between tasks when using a sequence task.
2263
- *
2264
- * @param ms
2265
- */
2266
- pause(ms: number): void;
2267
- /**
2268
- * Makes the specified ped shuffle to the next vehicle seat.
2269
- * The ped MUST be in a vehicle and the vehicle parameter MUST be the ped's current vehicle.
2270
- *
2271
- * @param vehicle
2272
- */
2273
- shuffleToNextVehicleSeat(vehicle: Vehicle): void;
2274
- /**
2275
- * @param pos
2276
- * @param speedMultiplier
2277
- * @param timeout
2278
- * @param stoppingRange
2279
- * @param flags
2280
- * @param p8
2281
- * @param p9
2282
- * @param p10
2283
- * @param entity
2284
- * @param unk
2285
- */
2286
- followNavMeshToCoordAdvanced(pos: Vector3, speedMultiplier: number, timeout: number, stoppingRange: number, flags: number, p8: number, p9: number, p10: number, entity: Entity, unk: number): void;
2287
- /**
2288
- * @param radius
2289
- * @param time
2290
- * @param flags
2291
- */
2292
- combatHatedTargetsAroundPedTimed(radius: number, time: number, flags: number): void;
2293
- /**
2294
- * @returns
2295
- */
2296
- isPedRunning(): boolean;
2297
- /**
2298
- * @returns
2299
- */
2300
- isPedSprinting(): boolean;
2301
- /**
2302
- * @param useSlidingSurfaces
2303
- */
2304
- setPedPathMayUseSlidingSurfaces(useSlidingSurfaces: boolean): void;
2305
- /**
2306
- * Force a ped that is already attacking to aim directly at the specified world coordinates.
2307
- *
2308
- * @param pos
2309
- * @param p4
2310
- * @param p5
2311
- * @param p6
2312
- */
2313
- forcePointAimAtCoord(pos: Vector3, p4?: number, p5?: boolean, p6?: boolean): void;
2314
- /**
2315
- * @param p1
2316
- * @param p2
2317
- * @param p3
2318
- * @param p4
2319
- */
2320
- swapWeapon(p1: any, p2: any, p3: any, p4: any): void;
2321
- /**
2322
- * @param p1
2323
- * @param p2
2324
- * @param p3
2325
- * @param p4
2326
- * @param p5
2327
- * @param p6
2328
- * @param p7
2329
- * @param p8
2330
- */
2331
- gotoEntityOffsetXyz(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
2381
+ ambientAnimalStalk(p1: any, p2: any): void;
2332
2382
  /**
2333
- * @param pos
2334
- * @param distance
2335
- * @param duration
2336
- * @param p6
2337
- * @param p7
2338
- * @param p8
2339
- * @param p9
2383
+ * @param phaseName
2384
+ * @returns
2340
2385
  */
2341
- useNearestScenarioToCoordWarp(pos: Vector3, distance: number, duration: number, p6: boolean, p7: boolean, p8: boolean, p9: boolean): void;
2386
+ getTaskMoveNetworkPhaseFloat(phaseName: string | null): number;
2342
2387
  /**
2343
- * @param neverUseInteriors
2388
+ * This tasks the ped to do nothing for the specified amount of milliseconds.
2389
+ * This is useful if you want to add a delay between tasks when using a sequence task.
2390
+ *
2391
+ * @param ms
2344
2392
  */
2345
- setPedPathNeverUseInteriors(neverUseInteriors: boolean): void;
2393
+ pause(ms: number): void;
2346
2394
  /**
2347
- * @param radius
2395
+ * Makes the specified ped shuffle to the next vehicle seat.
2396
+ * The ped MUST be in a vehicle and the vehicle parameter MUST be the ped's current vehicle.
2397
+ *
2398
+ * @param vehicle
2348
2399
  */
2349
- combatHatedTargets(radius: number): void;
2400
+ shuffleToNextVehicleSeat(vehicle: Vehicle): void;
2401
+ clearLookAt(): void;
2350
2402
  /**
2351
- * Only used in R* Scripts fishing_core and av_fishing_river
2352
- *
2353
- * @returns p1
2403
+ * @param inputContext
2404
+ * @returns
2354
2405
  */
2355
- setTaskFishing(): [any, number];
2406
+ getItemInteractionPromptProgress(inputContext: string | number): number;
2356
2407
  /**
2357
2408
  * @param p1
2358
2409
  * @param p2
2359
2410
  * @param p3
2360
2411
  * @param p4
2361
- * @param p5
2362
- * @param p6
2363
- * @param p7
2364
- * @param p8
2365
- * @param p9
2366
- * @param p10
2367
2412
  */
2368
- goToEntityWhileAimingAtEntityUsingCombatStyle(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any): void;
2413
+ setSphereDefensiveArea(p1: number, p2: number, p3: number, p4: number): void;
2369
2414
  /**
2370
- * @param preferStayInWater
2415
+ * @param p1
2371
2416
  * @param p2
2372
- */
2373
- setPedPathPreferStayInWater(preferStayInWater: boolean, p2: number): void;
2374
- /**
2375
- * @param name
2376
- */
2377
- requestTaskMoveNetworkStateTransition(name: string | null): void;
2378
- /**
2379
- * @param entity
2380
- */
2381
- pedFishingrodHookEntity(entity: Entity): void;
2382
- /**
2383
- * Baits: p_fishHook02x, p_baitBread01x, p_baitCorn01x, p_baitCheese01x, p_baitWorm01x, p_baitCricket01x, p_crawdad01x, p_finisheDragonfly01x, p_finisdFishlure01x, p_finishdCrawd01x, p_finisheDragonflyLegendary01x, p_finisdFishlureLegendary01x, p_finishdCrawdLegendary01x, p_lgoc_spinner_v4
2384
- *
2385
- * @param bait
2386
- * @param withoutBuoy
2387
- * @param instantly
2388
- */
2389
- setFishingBait(bait: string | null, withoutBuoy: boolean, instantly: boolean): void;
2390
- /**
2391
- * Params: p3, p4, p5, p6: 0, 0, 0, -1.0f in R* Scripts
2392
- *
2393
- * @param item
2394
2417
  * @param p3
2395
2418
  * @param p4
2396
- * @param p5
2397
- * @param p6
2398
- * @returns guid
2399
2419
  */
2400
- itemInteraction3(item: string | number, p3: any, p4: any, p5: any, p6: number): number;
2420
+ useRandomScenarioInGroup(p1: any, p2: any, p3: any, p4: any): void;
2401
2421
  /**
2402
- * @returns Returns `true` if the specified `ped` is currently in combat using a ranged weapon, and is ready to shoot (actively attempting to attack)
2422
+ * enum eWhistleType
2423
+ * {
2424
+ * WHISTLE_MAIN,
2425
+ * WHISTLE_SECONDARY,
2426
+ * WHISTLE_DOUBLE,
2427
+ * WHISTLE_URGENT,
2428
+ * WHISTLE_LONG
2429
+ * };
2430
+ *
2431
+ * @param p1
2432
+ * @param whistleType
2403
2433
  */
2404
- getTaskCombatReadyToShoot(): boolean;
2434
+ goToWhistle(p1: Ped, whistleType: number): void;
2405
2435
  /**
2406
- * @param vehicle
2407
- * @param seat
2436
+ * @param pos
2437
+ * @param duration
2438
+ * @param flags
2439
+ * @param p6
2440
+ * @param p7
2408
2441
  */
2409
- warpPedIntoVehicle(vehicle: Vehicle, seat: number): void;
2442
+ lookAtCoord(pos: Vector3, duration: number, flags: number, p6: number, p7: boolean): void;
2410
2443
  /**
2411
- * ped = Ped you want to perform this task.
2412
- * target = the Entity they should aim at.
2413
- * distanceToStopAt = distance from the target, where the ped should stop to aim.
2414
- * StartAimingDist = distance where the ped should start to aim.
2415
- *
2416
- * @param target
2417
- * @param distanceToStopAt
2418
- * @param StartAimingDist
2444
+ * @returns
2419
2445
  */
2420
- gotoEntityAiming(target: Entity, distanceToStopAt: number, StartAimingDist: number): void;
2446
+ isPedInHitReact(): any;
2421
2447
  /**
2422
2448
  * @param p1
2423
2449
  * @param p2
@@ -2427,137 +2453,111 @@ export declare class PedTask extends BaseTask {
2427
2453
  * @param p6
2428
2454
  * @param p7
2429
2455
  * @param p8
2430
- * @param p9
2431
- * @param p10
2432
- * @param p11
2433
- * @param p12
2434
- * @param p13
2435
- * @param p14
2436
2456
  */
2437
- goToCoordWhileAimingAtEntityUsingCombatStyle(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any, p9: any, p10: any, p11: any, p12: any, p13: any, p14: any): void;
2438
- /**
2439
- * Used with 'P_BODYPARTARMFLOAT02X' model in fishing_core.c
2440
- *
2441
- * @param object
2442
- */
2443
- pedFishingrodHookObject(object: Prop): void;
2444
- /**
2445
- * @param exitAnimation
2446
- * @param p2
2447
- */
2448
- reactLookAtEnd(exitAnimation: number, p2: boolean): void;
2449
- clearDrivebyTaskUnderneathDrivingTask(): void;
2450
- clearLookAt(): void;
2457
+ N_0x3FFCD7BBA074CC80(p1: any, p2: any, p3: any, p4: any, p5: any, p6: any, p7: any, p8: any): void;
2451
2458
  /**
2452
- * @param inputContext
2453
2459
  * @returns
2454
2460
  */
2455
- getItemInteractionPromptProgress(inputContext: string | number): number;
2456
- /**
2457
- * @param toggle
2458
- */
2459
- setPedPathCanUseLadders(toggle: boolean): void;
2461
+ isMountedWeaponTaskUnderneathDrivingTask(): boolean;
2460
2462
  /**
2463
+ * flags: See TASK_ENTER_VEHICLE
2464
+ *
2461
2465
  * @param p1
2462
- * @param p2
2466
+ * @param flags Refer to [enum: eEnterExitVehicleFlags]
2463
2467
  */
2464
- stopAnimPlayback(p1: number, p2: boolean): void;
2468
+ disembarkNearestTrainCarriage(p1: number, flags: number): void;
2465
2469
  /**
2466
- * @param targetPed
2467
- * @param p2
2468
- * @returns
2470
+ * @param radius
2469
2471
  */
2470
- confront(targetPed: Ped, p2: number): any;
2471
- N_0x1F298C7BD30D1240(): void;
2472
+ combatHatedTargetsNoLosTest(radius: number): void;
2472
2473
  /**
2473
2474
  * @param p1
2474
- * @param p2
2475
- * @param p3
2476
2475
  */
2477
- setCrouchMovement(p1: boolean, p2: any, p3: boolean): void;
2476
+ N_0x31BB338F64D5C861(p1: boolean): void;
2477
+ /**
2478
+ * @param modifier
2479
+ */
2480
+ setPedPathClimbCostModifier(modifier: number): void;
2478
2481
  /**
2479
- * Tells the ped to go to an offset coord from an entity, without using the navmesh. if timeBeforeTeleport is -1 the ped will never warp, p7 is 1 or 0 still unknown param
2480
- *
2481
2482
  * @param entity
2483
+ * @param duration
2484
+ * @param targetRadius
2482
2485
  * @param offset
2483
2486
  * @param moveBlendRatio
2484
- * @param timeBeforeTeleport
2485
- * @param p7
2487
+ * @param offsetFlags
2486
2488
  */
2487
- goStraightToCoordRelativeToEntity(entity: Entity, offset: Vector3, moveBlendRatio: number, timeBeforeTeleport: number, p7: number): void;
2489
+ gotoEntityOffsetXy(entity: Entity, duration: number, targetRadius: number, offset: Vector2, moveBlendRatio: number, offsetFlags: number): void;
2488
2490
  /**
2489
- * Sets the time it takes for a hogtied ped to escape
2490
- * -1.0f for ped to never escape
2491
+ * Makes ped walk around the area the params p1 p2 seems to not affect anything but p2 is either 0 or 1 and p1 is mostly 1.0 or ped heading
2491
2492
  *
2492
- * @param time
2493
+ * @param p2
2494
+ * @param p3
2493
2495
  */
2494
- setHogtieEscapeTimer(time: number): void;
2496
+ wanderStandard(p2: number, p3: number): void;
2495
2497
  /**
2496
- * Makes the ped run to take cover
2498
+ * @param p1
2499
+ * @param p2
2497
2500
  */
2498
- stayInCover(): void;
2501
+ clearPedTasks(p1: boolean, p2: boolean): void;
2499
2502
  /**
2500
- * @param p1
2503
+ * @param signalName
2504
+ * @param value
2501
2505
  */
2502
- followWaypointRecordingAdvanced(p1: any): void;
2506
+ setTaskMoveNetworkSignalFloat(signalName: string | null, value: number): void;
2503
2507
  /**
2504
- * Tells the ped to go to a coord, without using the navemesh. if timeBeforeTeleport is -1 the ped will never warp, p8 is always 0 or 1 still unknown
2505
- *
2506
- * @param pos
2507
- * @param moveBlendRatio
2508
- * @param timeBeforeTeleport
2509
- * @param finalHeading
2510
- * @param targetRadius
2511
- * @param p8
2508
+ * @param taskSequenceId
2512
2509
  */
2513
- goStraightToCoord(pos: Vector3, moveBlendRatio: number, timeBeforeTeleport: number, finalHeading: number, targetRadius: number, p8: number): void;
2510
+ performSequence(taskSequenceId: number): void;
2514
2511
  /**
2515
2512
  * @param p1
2516
- * @returns
2513
+ * @param p2
2514
+ * @param p3
2517
2515
  */
2518
- N_0x2D657B10F211C572(p1: number): any;
2516
+ moveInTraffic(p1: any, p2: any, p3: any): void;
2519
2517
  /**
2520
- * Coords: volume coords used in R* Script smuggler2
2521
- * p4/p5 = 0 in R* Scripts previous name TASK_COMBAT_PED_3
2522
- *
2523
- * @param pos
2524
- * @param p4
2525
- * @param p5
2518
+ * @param p1
2519
+ * @param permanently
2526
2520
  */
2527
- combatPedAtCoords(pos: Vector3, p4: number, p5: number): void;
2521
+ knockedOut(p1: number, permanently: boolean): void;
2528
2522
  /**
2529
- * Makes the specified ped stand still for (time) milliseconds.
2530
- *
2531
- * @param time
2523
+ * @param duration
2532
2524
  */
2533
- standStill(time: number): void;
2525
+ updateTaskHandsUpDuration(duration: number): void;
2534
2526
  /**
2535
- * @param animDictionary
2536
- * @param animationName
2537
- * @param p3
2527
+ * Similar to 0xB31A277C1AC7B7FF but checks if the ped's inventory contains the specified emote kit.
2528
+ *
2529
+ * @param emoteType
2530
+ * @param playbackMode
2531
+ * @param emote
2532
+ * @param isSecondaryTask
2533
+ * @param canBreakOut
2534
+ * @param disableEarlyOutAnimTag
2535
+ * @param ignoreInvalidMainTask
2536
+ * @param destroyProps
2538
2537
  */
2539
- stopAnimTask(animDictionary: string | null, animationName: string | null, p3: number): void;
2538
+ playEmote(emoteType: number, playbackMode: number, emote: string | number, isSecondaryTask: boolean, canBreakOut: boolean, disableEarlyOutAnimTag: boolean, ignoreInvalidMainTask: boolean, destroyProps: boolean): void;
2540
2539
  /**
2541
- * @param p1
2540
+ * @param boat
2542
2541
  * @param p2
2543
2542
  * @param p3
2543
+ * @param pos
2544
+ * @param p7
2545
+ * @param maxSpeed
2546
+ * @param drivingStyle
2547
+ * @param p10
2548
+ * @param p11
2544
2549
  */
2545
- turnToFaceClosestPed(p1: number, p2: number, p3: number): void;
2550
+ boatMission(boat: Vehicle, p2: any, p3: any, pos: Vector3, p7: any, maxSpeed: number, drivingStyle: number, p10: number, p11: any): void;
2546
2551
  /**
2547
- * Fishing Research: https://pastebin.com/NmK5ZLVs
2548
- * Only used in R* Scripts fishing_core and av_fishing_river
2549
- *
2550
- * @returns p1
2552
+ * @param useLimits If `true` the ped's viewing angle will be limited to the angle range given for `minAngle` and `maxAngle`, when set to `false` the player always fully faces the player
2553
+ * @param minAngle The minimum viewing angle, requires `useLimits` to be `true`.
2554
+ * @param maxAngle The maximum viewing angle, reuqeres `useLimits` to be `true`.
2551
2555
  */
2552
- getTaskFishing(): [any, number];
2556
+ setIntimidatedFacingAngle(useLimits: boolean, minAngle: number, maxAngle: number): void;
2553
2557
  /**
2554
- * @param p1
2558
+ * @param targetPed
2555
2559
  * @param p2
2556
2560
  */
2557
- shockingEventReact(p1: any, p2: any): void;
2558
- /**
2559
- * @returns
2560
- */
2561
- N_0xB520DBDA7FCF573F(): boolean;
2561
+ animalFlee(targetPed: Ped, p2: any): void;
2562
2562
  }
2563
2563
  //# sourceMappingURL=PedTask.d.ts.map