@nativewrappers/redm-codegen 0.0.3 → 0.0.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (313) hide show
  1. package/dist/classes/AnimScene.d.ts +135 -135
  2. package/dist/classes/AnimScene.d.ts.map +1 -1
  3. package/dist/classes/AnimScene.js +208 -208
  4. package/dist/classes/BaseModel.d.ts +21 -21
  5. package/dist/classes/BaseModel.d.ts.map +1 -1
  6. package/dist/classes/BaseModel.js +33 -33
  7. package/dist/classes/BaseTask.d.ts +23 -23
  8. package/dist/classes/BaseTask.d.ts.map +1 -1
  9. package/dist/classes/BaseTask.js +27 -27
  10. package/dist/classes/Cam.d.ts +98 -98
  11. package/dist/classes/Cam.d.ts.map +1 -1
  12. package/dist/classes/Cam.js +134 -134
  13. package/dist/classes/Entity.d.ts +385 -380
  14. package/dist/classes/Entity.d.ts.map +1 -1
  15. package/dist/classes/Entity.js +498 -489
  16. package/dist/classes/Interior.d.ts +5 -5
  17. package/dist/classes/Interior.d.ts.map +1 -1
  18. package/dist/classes/Interior.js +8 -8
  19. package/dist/classes/ItemSet.d.ts +2 -2
  20. package/dist/classes/ItemSet.d.ts.map +1 -1
  21. package/dist/classes/ItemSet.js +3 -3
  22. package/dist/classes/Ped.d.ts +336 -336
  23. package/dist/classes/Ped.d.ts.map +1 -1
  24. package/dist/classes/Ped.js +495 -495
  25. package/dist/classes/PedModel.d.ts +1 -1
  26. package/dist/classes/PedModel.d.ts.map +1 -1
  27. package/dist/classes/PedModel.js +2 -2
  28. package/dist/classes/PedTask.d.ts +255 -255
  29. package/dist/classes/PedTask.d.ts.map +1 -1
  30. package/dist/classes/PedTask.js +345 -345
  31. package/dist/classes/PersChar.d.ts +13 -13
  32. package/dist/classes/PersChar.d.ts.map +1 -1
  33. package/dist/classes/PersChar.js +29 -29
  34. package/dist/classes/Pickup.d.ts +8 -8
  35. package/dist/classes/Pickup.d.ts.map +1 -1
  36. package/dist/classes/Pickup.js +15 -15
  37. package/dist/classes/Player.d.ts +713 -709
  38. package/dist/classes/Player.d.ts.map +1 -1
  39. package/dist/classes/Player.js +979 -973
  40. package/dist/classes/Prop.d.ts +115 -115
  41. package/dist/classes/Prop.d.ts.map +1 -1
  42. package/dist/classes/Prop.js +160 -160
  43. package/dist/classes/PropSet.d.ts +5 -5
  44. package/dist/classes/PropSet.d.ts.map +1 -1
  45. package/dist/classes/PropSet.js +6 -6
  46. package/dist/classes/Vehicle.d.ts +122 -122
  47. package/dist/classes/Vehicle.d.ts.map +1 -1
  48. package/dist/classes/Vehicle.js +147 -147
  49. package/dist/classes/VehicleModel.d.ts +1 -1
  50. package/dist/classes/VehicleModel.d.ts.map +1 -1
  51. package/dist/classes/VehicleModel.js +2 -2
  52. package/dist/classes/VehicleTask.d.ts +9 -9
  53. package/dist/classes/VehicleTask.d.ts.map +1 -1
  54. package/dist/classes/VehicleTask.js +12 -12
  55. package/dist/classes/Volume.d.ts +56 -56
  56. package/dist/classes/Volume.d.ts.map +1 -1
  57. package/dist/classes/Volume.js +84 -84
  58. package/dist/classes/Weapon.d.ts +354 -354
  59. package/dist/classes/Weapon.d.ts.map +1 -1
  60. package/dist/classes/Weapon.js +464 -464
  61. package/dist/namespaces/Aicoverpoint.d.ts +23 -23
  62. package/dist/namespaces/Aicoverpoint.d.ts.map +1 -1
  63. package/dist/namespaces/Aicoverpoint.js +35 -35
  64. package/dist/namespaces/Aitransport.d.ts +78 -78
  65. package/dist/namespaces/Aitransport.d.ts.map +1 -1
  66. package/dist/namespaces/Aitransport.js +95 -95
  67. package/dist/namespaces/Animscene.d.ts +49 -49
  68. package/dist/namespaces/Animscene.d.ts.map +1 -1
  69. package/dist/namespaces/Animscene.js +67 -67
  70. package/dist/namespaces/Audio.d.ts +447 -447
  71. package/dist/namespaces/Audio.d.ts.map +1 -1
  72. package/dist/namespaces/Audio.js +635 -635
  73. package/dist/namespaces/CamStatics.d.ts +441 -441
  74. package/dist/namespaces/CamStatics.d.ts.map +1 -1
  75. package/dist/namespaces/CamStatics.js +675 -675
  76. package/dist/namespaces/Collection.d.ts +6 -6
  77. package/dist/namespaces/Collection.d.ts.map +1 -1
  78. package/dist/namespaces/Collection.js +11 -11
  79. package/dist/namespaces/Companion.d.ts +22 -22
  80. package/dist/namespaces/Companion.d.ts.map +1 -1
  81. package/dist/namespaces/Companion.js +30 -30
  82. package/dist/namespaces/Compapp.js +1 -1
  83. package/dist/namespaces/Compendium.d.ts +82 -82
  84. package/dist/namespaces/Compendium.d.ts.map +1 -1
  85. package/dist/namespaces/Compendium.js +115 -115
  86. package/dist/namespaces/Crashlog.js +9 -9
  87. package/dist/namespaces/Crew.js +4 -4
  88. package/dist/namespaces/Databinding.d.ts +164 -164
  89. package/dist/namespaces/Databinding.d.ts.map +1 -1
  90. package/dist/namespaces/Databinding.js +232 -232
  91. package/dist/namespaces/Datafile.js +4 -4
  92. package/dist/namespaces/Decorator.d.ts +19 -19
  93. package/dist/namespaces/Decorator.d.ts.map +1 -1
  94. package/dist/namespaces/Decorator.js +34 -34
  95. package/dist/namespaces/Dlc.d.ts +5 -5
  96. package/dist/namespaces/Dlc.d.ts.map +1 -1
  97. package/dist/namespaces/Dlc.js +9 -9
  98. package/dist/namespaces/EntityStatics.d.ts +119 -119
  99. package/dist/namespaces/EntityStatics.d.ts.map +1 -1
  100. package/dist/namespaces/EntityStatics.js +164 -164
  101. package/dist/namespaces/Event.js +4 -4
  102. package/dist/namespaces/Fire.d.ts +89 -89
  103. package/dist/namespaces/Fire.d.ts.map +1 -1
  104. package/dist/namespaces/Fire.js +115 -115
  105. package/dist/namespaces/Flock.js +2 -2
  106. package/dist/namespaces/Gang.js +2 -2
  107. package/dist/namespaces/GoogleAnalytics.js +2 -2
  108. package/dist/namespaces/Graphics.d.ts +375 -375
  109. package/dist/namespaces/Graphics.d.ts.map +1 -1
  110. package/dist/namespaces/Graphics.js +569 -569
  111. package/dist/namespaces/Hud.d.ts +507 -507
  112. package/dist/namespaces/Hud.d.ts.map +1 -1
  113. package/dist/namespaces/Hud.js +706 -706
  114. package/dist/namespaces/Ik.js +1 -1
  115. package/dist/namespaces/Interaction.js +3 -3
  116. package/dist/namespaces/InteriorStatics.js +2 -2
  117. package/dist/namespaces/Inventory.d.ts +159 -159
  118. package/dist/namespaces/Inventory.d.ts.map +1 -1
  119. package/dist/namespaces/Inventory.js +214 -214
  120. package/dist/namespaces/Itemdatabase.d.ts +5 -5
  121. package/dist/namespaces/Itemdatabase.d.ts.map +1 -1
  122. package/dist/namespaces/Itemdatabase.js +10 -10
  123. package/dist/namespaces/Itemset.js +2 -2
  124. package/dist/namespaces/Law.d.ts +1 -1
  125. package/dist/namespaces/Law.d.ts.map +1 -1
  126. package/dist/namespaces/Law.js +19 -19
  127. package/dist/namespaces/Localization.js +1 -1
  128. package/dist/namespaces/Map.d.ts +173 -173
  129. package/dist/namespaces/Map.d.ts.map +1 -1
  130. package/dist/namespaces/Map.js +240 -240
  131. package/dist/namespaces/Minigame.d.ts +17 -17
  132. package/dist/namespaces/Minigame.d.ts.map +1 -1
  133. package/dist/namespaces/Minigame.js +25 -25
  134. package/dist/namespaces/Misc.d.ts +3 -3
  135. package/dist/namespaces/Misc.d.ts.map +1 -1
  136. package/dist/namespaces/Misc.js +35 -35
  137. package/dist/namespaces/Missiondata.d.ts +15 -15
  138. package/dist/namespaces/Missiondata.d.ts.map +1 -1
  139. package/dist/namespaces/Missiondata.js +24 -24
  140. package/dist/namespaces/Money.js +3 -3
  141. package/dist/namespaces/Netshopping.d.ts +58 -58
  142. package/dist/namespaces/Netshopping.d.ts.map +1 -1
  143. package/dist/namespaces/Netshopping.js +89 -89
  144. package/dist/namespaces/Network.d.ts +694 -694
  145. package/dist/namespaces/Network.d.ts.map +1 -1
  146. package/dist/namespaces/Network.js +1129 -1129
  147. package/dist/namespaces/Object.d.ts +142 -142
  148. package/dist/namespaces/Object.d.ts.map +1 -1
  149. package/dist/namespaces/Object.js +195 -195
  150. package/dist/namespaces/Pad.d.ts +101 -101
  151. package/dist/namespaces/Pad.d.ts.map +1 -1
  152. package/dist/namespaces/Pad.js +142 -142
  153. package/dist/namespaces/Pathfind.js +10 -10
  154. package/dist/namespaces/PedStatics.d.ts +20 -20
  155. package/dist/namespaces/PedStatics.d.ts.map +1 -1
  156. package/dist/namespaces/PedStatics.js +36 -36
  157. package/dist/namespaces/Perschar.d.ts +49 -49
  158. package/dist/namespaces/Perschar.d.ts.map +1 -1
  159. package/dist/namespaces/Perschar.js +76 -76
  160. package/dist/namespaces/Physics.d.ts +89 -89
  161. package/dist/namespaces/Physics.d.ts.map +1 -1
  162. package/dist/namespaces/Physics.js +125 -125
  163. package/dist/namespaces/PlayerStatics.d.ts +139 -139
  164. package/dist/namespaces/PlayerStatics.d.ts.map +1 -1
  165. package/dist/namespaces/PlayerStatics.js +200 -200
  166. package/dist/namespaces/Population.d.ts +75 -75
  167. package/dist/namespaces/Population.d.ts.map +1 -1
  168. package/dist/namespaces/Population.js +101 -101
  169. package/dist/namespaces/Posse.d.ts +54 -54
  170. package/dist/namespaces/Posse.d.ts.map +1 -1
  171. package/dist/namespaces/Posse.js +86 -86
  172. package/dist/namespaces/Replay.d.ts +1 -1
  173. package/dist/namespaces/Replay.d.ts.map +1 -1
  174. package/dist/namespaces/Replay.js +2 -2
  175. package/dist/namespaces/Scripts.d.ts +1 -1
  176. package/dist/namespaces/Scripts.d.ts.map +1 -1
  177. package/dist/namespaces/Scripts.js +12 -12
  178. package/dist/namespaces/Socialclub.js +8 -8
  179. package/dist/namespaces/Socialclubfeed.js +1 -1
  180. package/dist/namespaces/Spactionproxy.js +4 -4
  181. package/dist/namespaces/Stats.d.ts +197 -197
  182. package/dist/namespaces/Stats.d.ts.map +1 -1
  183. package/dist/namespaces/Stats.js +285 -285
  184. package/dist/namespaces/Streaming.d.ts +46 -46
  185. package/dist/namespaces/Streaming.d.ts.map +1 -1
  186. package/dist/namespaces/Streaming.js +79 -79
  187. package/dist/namespaces/Task.d.ts +138 -138
  188. package/dist/namespaces/Task.d.ts.map +1 -1
  189. package/dist/namespaces/Task.js +204 -204
  190. package/dist/namespaces/Telemetry.d.ts +212 -212
  191. package/dist/namespaces/Telemetry.d.ts.map +1 -1
  192. package/dist/namespaces/Telemetry.js +308 -308
  193. package/dist/namespaces/Txd.js +1 -1
  194. package/dist/namespaces/Uiapps.d.ts +25 -25
  195. package/dist/namespaces/Uiapps.d.ts.map +1 -1
  196. package/dist/namespaces/Uiapps.js +36 -36
  197. package/dist/namespaces/Uievents.js +1 -1
  198. package/dist/namespaces/Uifeed.d.ts +15 -15
  199. package/dist/namespaces/Uifeed.d.ts.map +1 -1
  200. package/dist/namespaces/Uifeed.js +25 -25
  201. package/dist/namespaces/Uistickyfeed.d.ts +16 -16
  202. package/dist/namespaces/Uistickyfeed.d.ts.map +1 -1
  203. package/dist/namespaces/Uistickyfeed.js +21 -21
  204. package/dist/namespaces/Unlock.js +5 -5
  205. package/dist/namespaces/VehicleStatics.js +12 -12
  206. package/dist/namespaces/Voice.d.ts +38 -38
  207. package/dist/namespaces/Voice.d.ts.map +1 -1
  208. package/dist/namespaces/Voice.js +61 -61
  209. package/dist/namespaces/VolumeStatics.d.ts +161 -161
  210. package/dist/namespaces/VolumeStatics.d.ts.map +1 -1
  211. package/dist/namespaces/VolumeStatics.js +217 -217
  212. package/dist/namespaces/Water.d.ts +27 -27
  213. package/dist/namespaces/Water.d.ts.map +1 -1
  214. package/dist/namespaces/Water.js +41 -41
  215. package/dist/namespaces/WeaponStatics.d.ts +274 -274
  216. package/dist/namespaces/WeaponStatics.d.ts.map +1 -1
  217. package/dist/namespaces/WeaponStatics.js +390 -390
  218. package/dist/namespaces/Zone.d.ts +7 -7
  219. package/dist/namespaces/Zone.d.ts.map +1 -1
  220. package/dist/namespaces/Zone.js +9 -9
  221. package/dist/types/NativeAliases.d.ts +3 -1
  222. package/dist/types/NativeAliases.d.ts.map +1 -1
  223. package/dist/types/NativeAliases.js +3 -1
  224. package/package.json +1 -1
  225. package/src/classes/AnimScene.ts +227 -227
  226. package/src/classes/BaseModel.ts +36 -36
  227. package/src/classes/BaseTask.ts +29 -29
  228. package/src/classes/Cam.ts +143 -143
  229. package/src/classes/Entity.ts +517 -506
  230. package/src/classes/Interior.ts +8 -8
  231. package/src/classes/ItemSet.ts +3 -3
  232. package/src/classes/Ped.ts +512 -512
  233. package/src/classes/PedModel.ts +2 -2
  234. package/src/classes/PedTask.ts +429 -429
  235. package/src/classes/PersChar.ts +35 -35
  236. package/src/classes/Pickup.ts +16 -16
  237. package/src/classes/Player.ts +995 -988
  238. package/src/classes/Prop.ts +177 -177
  239. package/src/classes/PropSet.ts +6 -6
  240. package/src/classes/Vehicle.ts +147 -147
  241. package/src/classes/VehicleModel.ts +2 -2
  242. package/src/classes/VehicleTask.ts +13 -13
  243. package/src/classes/Volume.ts +91 -91
  244. package/src/classes/Weapon.ts +489 -489
  245. package/src/namespaces/Aicoverpoint.ts +40 -40
  246. package/src/namespaces/Aitransport.ts +104 -104
  247. package/src/namespaces/Animscene.ts +74 -74
  248. package/src/namespaces/Audio.ts +647 -647
  249. package/src/namespaces/CamStatics.ts +768 -768
  250. package/src/namespaces/Collection.ts +12 -12
  251. package/src/namespaces/Companion.ts +34 -34
  252. package/src/namespaces/Compapp.ts +1 -1
  253. package/src/namespaces/Compendium.ts +120 -120
  254. package/src/namespaces/Crashlog.ts +9 -9
  255. package/src/namespaces/Crew.ts +4 -4
  256. package/src/namespaces/Databinding.ts +249 -249
  257. package/src/namespaces/Datafile.ts +4 -4
  258. package/src/namespaces/Decorator.ts +37 -37
  259. package/src/namespaces/Dlc.ts +9 -9
  260. package/src/namespaces/EntityStatics.ts +172 -172
  261. package/src/namespaces/Event.ts +4 -4
  262. package/src/namespaces/Fire.ts +127 -127
  263. package/src/namespaces/Flock.ts +2 -2
  264. package/src/namespaces/Gang.ts +2 -2
  265. package/src/namespaces/GoogleAnalytics.ts +2 -2
  266. package/src/namespaces/Graphics.ts +583 -583
  267. package/src/namespaces/Hud.ts +741 -741
  268. package/src/namespaces/Ik.ts +1 -1
  269. package/src/namespaces/Interaction.ts +3 -3
  270. package/src/namespaces/InteriorStatics.ts +2 -2
  271. package/src/namespaces/Inventory.ts +236 -236
  272. package/src/namespaces/Itemdatabase.ts +11 -11
  273. package/src/namespaces/Itemset.ts +2 -2
  274. package/src/namespaces/Law.ts +20 -20
  275. package/src/namespaces/Localization.ts +1 -1
  276. package/src/namespaces/Map.ts +256 -256
  277. package/src/namespaces/Minigame.ts +29 -29
  278. package/src/namespaces/Misc.ts +38 -38
  279. package/src/namespaces/Missiondata.ts +28 -28
  280. package/src/namespaces/Money.ts +3 -3
  281. package/src/namespaces/Netshopping.ts +99 -99
  282. package/src/namespaces/Network.ts +1165 -1165
  283. package/src/namespaces/Object.ts +214 -214
  284. package/src/namespaces/Pad.ts +150 -150
  285. package/src/namespaces/Pathfind.ts +10 -10
  286. package/src/namespaces/PedStatics.ts +42 -42
  287. package/src/namespaces/Perschar.ts +78 -78
  288. package/src/namespaces/Physics.ts +141 -141
  289. package/src/namespaces/PlayerStatics.ts +228 -228
  290. package/src/namespaces/Population.ts +114 -114
  291. package/src/namespaces/Posse.ts +87 -87
  292. package/src/namespaces/Replay.ts +3 -3
  293. package/src/namespaces/Scripts.ts +13 -13
  294. package/src/namespaces/Socialclub.ts +8 -8
  295. package/src/namespaces/Socialclubfeed.ts +1 -1
  296. package/src/namespaces/Spactionproxy.ts +4 -4
  297. package/src/namespaces/Stats.ts +293 -293
  298. package/src/namespaces/Streaming.ts +93 -93
  299. package/src/namespaces/Task.ts +228 -228
  300. package/src/namespaces/Telemetry.ts +322 -322
  301. package/src/namespaces/Txd.ts +1 -1
  302. package/src/namespaces/Uiapps.ts +43 -43
  303. package/src/namespaces/Uievents.ts +1 -1
  304. package/src/namespaces/Uifeed.ts +28 -28
  305. package/src/namespaces/Uistickyfeed.ts +23 -23
  306. package/src/namespaces/Unlock.ts +5 -5
  307. package/src/namespaces/VehicleStatics.ts +12 -12
  308. package/src/namespaces/Voice.ts +70 -70
  309. package/src/namespaces/VolumeStatics.ts +222 -222
  310. package/src/namespaces/Water.ts +47 -47
  311. package/src/namespaces/WeaponStatics.ts +402 -402
  312. package/src/namespaces/Zone.ts +10 -10
  313. package/src/types/NativeAliases.ts +6 -1
@@ -13,7 +13,7 @@ export declare class Player implements IHandle {
13
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  *
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  * @returns
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  */
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- isRidingTrain(): boolean;
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+ get IsRidingTrain(): boolean;
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  /**
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  * Sets whether all trails are hidden during Eagle Eye mode.
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  *
@@ -32,11 +32,11 @@ export declare class Player implements IHandle {
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  *
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  * @param damageDecrease
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  */
35
- setReceivedDamageTakenOnHorsebackModifier(damageDecrease: number): void;
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+ set ReceivedDamageTakenOnHorsebackModifier(damageDecrease: number);
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  /**
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  * @param toggle
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  */
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- setCanMercyKill(toggle: boolean): void;
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+ set CanMercyKill(toggle: boolean);
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  /**
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  * @param p1
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  * @param discoveryHash
@@ -46,19 +46,19 @@ export declare class Player implements IHandle {
46
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  /**
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  * @param speech
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  */
49
- setInteractionPositiveResponse(speech: string | null): void;
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+ set InteractionPositiveResponse(speech: string | null);
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  /**
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  * This can be between 1.0f - 50.0f
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  *
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  * @param multiplier
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  */
55
- setAirDragMultiplierForPlayersVehicle(multiplier: number): void;
55
+ set AirDragMultiplierForPlayersVehicle(multiplier: number);
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  /**
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  * Only applies to HUNTERCART01
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  *
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  * @param wagon
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  */
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- setHuntingWagon(wagon: Vehicle): void;
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+ set HuntingWagon(wagon: Vehicle);
62
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  /**
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  * Applies a customizable aura effect to nearby entities when Deadeye is active, with control over aura intensity and additional behavior based on a flag parameter.
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  *
@@ -70,1240 +70,1244 @@ export declare class Player implements IHandle {
70
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  */
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  setDeadeyeEntityAuraIntensityWithFlag(p1: number, p2: number, p3: number, intensity: number, flag: number): void;
72
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  /**
73
- * @param disabled
73
+ * @param target
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  */
75
- specialAbilitySetDisabled(disabled: boolean): void;
75
+ set BountyTarget(target: Player);
76
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  /**
77
- * @param ammoType
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- * @param amount
77
+ * Retrieves whether all trails are currently hidden during Eagle Eye mode for the specified player.
78
+ *
79
+ * @returns
79
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  */
80
- setMaxAmmoOverrideForAmmoType(ammoType: string | number, amount: number): void;
81
+ eagleEyeAreAllTrailsHidden(): any;
81
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  /**
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- * @param p1
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+ * @returns
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  */
84
- eagleEyeSetTrackingUpgrade2(p1: number): void;
85
- setAllNeutralRandomPedsFleeThisFrame(): void;
85
+ get IsDeadeyeTaggingEnabled(): any;
86
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  /**
87
- * @param p1
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+ * Sets Player's Defense against AI modifier
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+ *
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+ * @param modifier
88
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  */
89
- restoreStamina(p1: number): void;
91
+ set AiDefenseModifierAgainstAi(modifier: number);
90
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  /**
93
+ * Gets the player's team.
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+ * Returns -1 in singleplayer.
95
+ *
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  * @returns
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  */
93
- getCachedDeadEyeAmount(): number;
94
- clearHasDamagedAtLeastOnePed(): void;
98
+ get Team(): number;
95
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  /**
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- * @param entity
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- * @param p2
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  * @returns
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  */
100
- isTargettingEntity(entity: Entity, p2: boolean): boolean;
102
+ get HealthRechargeMultiplier(): number;
101
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  /**
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- * If player has less Dead Eye than required, Dead Eye cant be triggered.
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+ * Used in script function: NET_AUTO_FOLLOW_UPDATE_LEADER_VALUES
105
+ * followMode:
106
+ * HORSEFOLLOWMODE_AUTO = 0,
107
+ * HORSEFOLLOWMODE_SIDE_ONLY,
108
+ * HORSEFOLLOWMODE_BEHIND_ONLY,
109
+ * HORSEFOLLOWMODE_BEHIND_AND_SIDE,
110
+ * HORSEFOLLOWMODE_BEHIND_CLOSE
111
+ * followPriority:
112
+ * HORSEFOLLOWPRIORITY_STEER_ASSIST = 0,
113
+ * HORSEFOLLOWPRIORITY_AMBIENT,
114
+ * HORSEFOLLOWPRIORITY_NORMAL,
115
+ * HORSEFOLLOWPRIORITY_HIGH
103
116
  *
104
- * @returns
117
+ * @param ped
118
+ * @param p2
119
+ * @param p3
120
+ * @param followMode
121
+ * @param followPriority
122
+ * @param p6
105
123
  */
106
- getRequiredDeadEyeAmount(): number;
124
+ addAsFollowTarget(ped: Ped, p2: number, p3: number, followMode: number, followPriority: number, p6: boolean): void;
107
125
  /**
108
- * @param p1
126
+ * Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names
127
+ *
128
+ * @param promptTextKey
109
129
  */
110
- N_0x263D69767F76059C(p1: number): void;
130
+ set PromptLeaveText(promptTextKey: string | null);
111
131
  /**
112
- * Make sure to request the model first and wait until it has loaded.
132
+ * Retrieves the number of marks placed on a PED when Deadeye mode is active for the specified player.
113
133
  *
114
- * @param modelHash
115
- * @param p2
134
+ * @param ped
135
+ * @returns
116
136
  */
117
- setModel(modelHash: string | number, p2: boolean): void;
137
+ getNumDeadeyeMarksOnPed(ped: Ped): any;
118
138
  /**
119
- * @param toggle
139
+ * @returns
120
140
  */
121
- setLockon(toggle: boolean): void;
141
+ get Ped2(): Ped | null;
122
142
  /**
123
- * Sets the player's ability to wear hats based on the specified flag. The flag value determines whether the player can wear all hats or only the ones they own.
124
- * If the flag is set to 15 and `allow` is true, the player can wear all available hats. However, if you want to restrict the player to wearing only their owned hats (flag 1), you **must first** disable flag 15 by setting it to false, and then set flag 1 to true.
125
- *
126
- * @param flag
127
- * @param allow
143
+ * @param p1
144
+ * @returns
128
145
  */
129
- setHatAccess(flag: number, allow: boolean): void;
146
+ getIsUiPromptActive(p1: number): any;
130
147
  /**
131
- * @param closeDamageBonus
148
+ * Returns true if PromptType is enabled for ped (mount)
149
+ * Params: See 0x0751D461F06E41CE
150
+ *
151
+ * @param ped
152
+ * @param promptType
153
+ * @param promptMode
154
+ * @returns
132
155
  */
133
- setDamageCloseDistanceBonusTotal(closeDamageBonus: number): void;
156
+ getUiPromptForPedIsEnabled(ped: Ped, promptType: number, promptMode: number): any;
134
157
  /**
135
- * Params: p1 = -1 in R* Scripts
158
+ * Applies a aura effect to nearby entities when Deadeye is active, based on a flag parameter. This includes humans, animals, vehicles, and horses pulling those vehicles. Additionally, depending on the flag value, the player's appearance may change (e.g., turning gray).
136
159
  *
137
- * @param p1
138
- * @param p2
160
+ * @param flag
139
161
  */
140
- specialAbilityStartRestore(p1: number, p2: boolean): void;
162
+ set DeadeyeEntityAuraWithFlag(flag: number);
141
163
  /**
142
- * @param multiplier
164
+ * @returns
143
165
  */
144
- setStaminaSprintDepletionMultiplier(multiplier: number): void;
166
+ get MountOwnedByPlayer(): Ped | null;
145
167
  /**
146
- * @param p1
168
+ * @param weaponHash Refer to [enum: eWeaponHash]
169
+ * @param damageModifier
147
170
  */
148
- eagleEyeSetTrackingUpgrade(p1: number): void;
171
+ setWeaponTypeDamageModifier(weaponHash: eWeaponHash, damageModifier: number): void;
149
172
  /**
150
- * Get the entity the player is aiming at with/without weapon.
173
+ * Only used in script function PROCESS_PED_INTERRUPT_DIALOGUE
174
+ * *GET_PLAYER**
151
175
  *
152
- * @returns entity
176
+ * @returns ped
153
177
  */
154
- getInteractionAimEntity(): [boolean, Entity | null];
178
+ N_0x7AE93C45EC14A166(): [boolean, Ped | null];
155
179
  /**
156
- * @param modifier
180
+ * @param speed
181
+ * @param duration
182
+ * @param heading
183
+ * @param p4
184
+ * @param p5
157
185
  */
158
- setWeaponDefenseModifier(modifier: number): void;
186
+ simulateInputGait(speed: number, duration: number, heading: number, p4: boolean, p5: boolean): void;
159
187
  /**
188
+ * @param p1
160
189
  * @returns
161
190
  */
162
- hasDamagedAtLeastOneNonAnimalPed(): boolean;
191
+ getDeadEyeMeterLevel(p1: boolean): number;
163
192
  /**
164
- * @returns
193
+ * @param drawReductionTime
165
194
  */
166
- getDeadeyeAbilityLevel(): number;
195
+ set BowDrawReductionTimeInDeadeye(drawReductionTime: number);
167
196
  /**
168
- * This native is used to determine if the player has an active lockon an entity while riding a horse.
197
+ * Checks if the player can focus on tracks while in Eagle Eye mode. Returns true if the player is able to focus on a track, otherwise false.
169
198
  *
170
199
  * @returns
171
200
  */
172
- isOnMountLockonEntity(): boolean;
173
- suppressWitnessesCallingPoliceThisFrame(): void;
174
- /**
175
- * bullet damage modifier: type = 4
176
- * explosive damage Defense mod: type = 7
177
- * fire damage Defense mod: type = 8, 15
178
- *
179
- * @param type
180
- * @param defenseModifier
181
- */
182
- setDefenseTypeModifier(type: number, defenseModifier: number): void;
201
+ eagleEyeCanFocusOnTrack(): any;
183
202
  /**
184
- * *CLEAR_FACIAL** - _CLEAR_PED_BLOOD*
203
+ * @param range
185
204
  */
186
- N_0xF21C7A3F3FFBA629(): void;
205
+ eagleEyeSetRange(range: number): void;
187
206
  /**
188
- * Associates a specific interactive focus mode preset between a player and a ped, with a specified location and target entity.
189
- * To access all available presets, refer to the file located at: `/update_1.rpf/common/data/interactive_focus_mode_presets.meta`
207
+ * *SET_SPECIAL_ABILITY**
190
208
  *
191
- * @param ped
192
- * @param preset
193
- * @param pos
194
- * @param targetEntity
195
- * @param name
209
+ * @param p1
196
210
  */
197
- addAmbientInteractiveFocusPreset(ped: Ped, preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): void;
211
+ N_0x4D1699543B1C023C(p1: number): void;
198
212
  /**
199
- * Resets any aura effects applied to entities for a specific player in Deadeye mode, returning all aura-related visuals to their default state. This function is primarily used to remove any highlighting or aura effects set by `_SET_DEADEYE_ENTITY_AURA_WITH_FLAG - 0x2B12B6FC8B8772AB` and `_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG - 0x131E294EF60160DF`
213
+ * Drains Deadeye by given amount.
214
+ *
215
+ * @param amount
216
+ * @param p2
200
217
  */
201
- resetDeadeyeAuraEffect(): void;
218
+ specialAbilityDrainByAmount(amount: number, p2: any): void;
202
219
  /**
203
- * @param accuracy
220
+ * @param weaponGroup
221
+ * @param toggle
204
222
  */
205
- setTotalAccuracyModifier(accuracy: number): void;
223
+ setWeaponGroupAsInstantKill(weaponGroup: string | number, toggle: boolean): void;
206
224
  /**
225
+ * Returns false if PromptType is enabled
226
+ * Params: See 0x0751D461F06E41CE
227
+ *
228
+ * @param promptType
229
+ * @param promptMode
207
230
  * @returns
208
231
  */
209
- getVehicleOwnedByPlayer(): Vehicle | null;
232
+ getUiPromptIsDisabled(promptType: number, promptMode: number): any;
210
233
  /**
211
- * Activates EagleEye, called together with 0x28A13BF6B05C3D83
234
+ * @param toggle
212
235
  */
213
- secondarySpecialAbilitySetActive(): void;
236
+ set LockonToFriendlyPlayers(toggle: boolean);
214
237
  /**
215
- * _GET_A* - _GET_C*
238
+ * Activates the Surrender prompt for the specified player in the current frame.
216
239
  *
217
- * @returns
240
+ * @param targetPed
241
+ * @param promptOrder
242
+ * @param p3
218
243
  */
219
- N_0x927861B2C08DBEA5(): boolean;
244
+ setCooperatePromptThisFrame(targetPed: Ped, promptOrder: number, p3: boolean): void;
220
245
  /**
221
- * it is used to check for that period of time if player damaged any peds only returns the last 3 hits with the entity ids so if you hit the same entity 3 times it will return the same entity id 3 times, if you hit 4 different entities within that time it will return the last 3 entity ids
222
- * only stores the last 3 hits in the data view buffer
223
- * duration is in miliseconds
224
- * you need dataview
246
+ * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePlayerResetFlags
247
+ * https://github.com/femga/rdr3_discoveries/tree/master/AI/PLAYER_RESET_FLAGS
225
248
  *
226
- * @param duration
227
- * @returns struct
249
+ * @param playerResetFlag
250
+ * @param p2
228
251
  */
229
- getPedsDamagedByRecently(duration: number): [boolean, number];
252
+ setResetFlag(playerResetFlag: number, p2: boolean): void;
230
253
  /**
231
- * @param multiplier
254
+ * @returns
232
255
  */
233
- setStaminaRechargeMultiplier(multiplier: number): void;
256
+ get WantedLevel(): number;
234
257
  /**
235
- * Deactivates EagleEye, called together with 0xC0B21F235C02139C
236
- *
237
- * @param disabled
258
+ * @param closeRangeLowerBound
259
+ * @param closeRangeUpperBound
238
260
  */
239
- secondarySpecialAbilitySetDisabled(disabled: boolean): void;
261
+ setDamageCloseDistanceBonus(closeRangeLowerBound: number, closeRangeUpperBound: number): void;
240
262
  /**
241
- * @returns
263
+ * @param multiplier
242
264
  */
243
- updateTeleport(): boolean;
244
- resetInputGait(): void;
265
+ set SneakingNoiseMultiplier(multiplier: number);
245
266
  /**
246
- * Activates the special ability for the specified player.
267
+ * Sets the player's team.
268
+ *
269
+ * @param team
270
+ * @param bRestrictToThisScript
247
271
  */
248
- specialAbilitySetActivate(): void;
249
- clearHasDamagedAtLeastOneNonAnimalPed(): void;
272
+ setTeam(team: number, bRestrictToThisScript: boolean): void;
250
273
  /**
251
- * @param modifier
274
+ * Checks if the player's Deadeye ability is enabled.
275
+ *
276
+ * @returns
252
277
  */
253
- setWeaponDegradationModifier(modifier: number): void;
278
+ get IsSpecialAbilityEnabled(): any;
254
279
  /**
255
- * Only used in R* SP Script short_update
256
- *
257
- * @param timer
280
+ * @param p2
281
+ * @param p3
282
+ * @returns outEntity
258
283
  */
259
- setSpecialAbilityDisableTimer(timer: number): void;
284
+ getInteractionTargetEntity(p2: boolean, p3: boolean): [any, Entity | null];
260
285
  /**
261
- * @param abilityType
262
286
  * @param toggle
263
287
  */
264
- setDeadeyeAbilityLocked(abilityType: number, toggle: boolean): void;
288
+ set DeadeyeTaggingEnabled(toggle: boolean);
265
289
  /**
266
- * playerResetFlag: See 0x9F9A829C6751F3C7
267
- *
268
- * @param playerResetFlag
269
290
  * @returns
270
291
  */
271
- getResetFlag(playerResetFlag: number): any;
292
+ get Stamina(): number;
272
293
  /**
273
- * Returns TRUE if the player ('s ped) is climbing at the moment.
274
- *
275
- * @returns
294
+ * @param modifier
276
295
  */
277
- isClimbing(): boolean;
296
+ set MeleeWeaponDamageModifier(modifier: number);
278
297
  /**
279
- * @returns Refer to [enum: ePedMood]
298
+ * @returns
280
299
  */
281
- getMood(): number;
282
- clearBountyTarget(): void;
300
+ hasBeenSpottedInStolenVehicle(): boolean;
283
301
  /**
284
- * Focus Fire VFX start for player: p1 = focusfire
302
+ * Enables or disables the Pick Up prompt for a hat on the ground for the specified player. When set to true, the player will see a prompt to pick up the hat if they are near it.
285
303
  *
286
- * @param p1
304
+ * @param canPickup
287
305
  */
288
- setLockonFocusFireVfx(p1: string | null): void;
306
+ set CanPickupHat(canPickup: boolean);
289
307
  /**
290
- * Params: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePromptType
291
- * promptType is mostly 34 (PP_TRACK_ANIMAL), promptMode = 0 (PP_MODE_BLOCK) in R* Scripts
308
+ * Sets the aura color for entities that the player can target in Deadeye mode, based on a specific hash value. This Native was previously named `SetPlayerStatFlagHash`, but it has been re-evaluated and renamed to better reflect its function in controlling the Deadeye aura color for targeted entities
309
+ * some colors
310
+ * 0: Default aura
311
+ * 1014693585
312
+ * 1936842089
313
+ * 1979474018
292
314
  *
293
- * @param promptType
294
- * @param promptMode
295
- * @param disabled
315
+ * @param auraColorHash
296
316
  */
297
- modifyUiPrompt(promptType: number, promptMode: number, disabled: boolean): void;
317
+ set DeadEyeAuraByHash(auraColorHash: string | number);
298
318
  /**
299
- * @param p1
319
+ * @param horse
300
320
  * @returns
301
321
  */
302
- getMaxDeadEye(p1: any): number;
322
+ setPedAsTempHorse(horse: Ped): any;
303
323
  /**
304
- * @param toggle
305
- * @param ped
324
+ * Restores Deadeye by given amount.
325
+ * Params: p2, p3, p4 = 0, 0, 1 in R* Scripts
326
+ *
327
+ * @param amount
328
+ * @param p2
306
329
  * @param p3
307
330
  * @param p4
308
331
  */
309
- setForcedAim(toggle: boolean, ped: Ped, p3: number, p4: boolean): void;
310
- N_0x93624B36E8851B42(): void;
311
- /**
312
- * @param abilityType
313
- * @returns
314
- */
315
- isDeadeyeAbilityLocked(abilityType: number): any;
316
- /**
317
- * @param ped
318
- * @param useSteerassist
319
- */
320
- N_0x1FDA57E8908F2609(ped: Ped, useSteerassist: boolean): void;
332
+ specialAbilityRestoreByAmount(amount: number, p2: number, p3: number, p4: number): void;
321
333
  /**
322
- * Returns Deadeye value from player
334
+ * Only used in R* SP Script short_update
323
335
  *
324
- * @returns
336
+ * @param delay
325
337
  */
326
- specialAbilityGetAmountCached(): number;
338
+ set DeadeyeAbilityDepletionDelay(delay: number);
327
339
  /**
328
- * @param vehicle
340
+ * Swim speed multiplier.
341
+ * Multiplier goes up to 1.49f
342
+ *
343
+ * @param multiplier
329
344
  */
330
- setOwnsVehicle(vehicle: Vehicle): void;
345
+ set SwimMultiplierForPlayer(multiplier: number);
331
346
  /**
332
347
  * @returns
333
348
  */
334
- hasDamagedAtLeastOnePed(): boolean;
349
+ get IsDead(): boolean;
335
350
  /**
336
- * Seems to enable active horse equipment prompt when being near it and enables the control that opens the inventory as well
337
- *
338
- * @param mount
351
+ * @param ped
352
+ * @param p2
339
353
  */
340
- setOwnsMount(mount: Ped): void;
354
+ N_0x310CE349E0C0EC4B(ped: Ped, p2: number): void;
341
355
  /**
342
- * nullsub, doesn't do anything
356
+ * Clears all Eagle Eye trails that were registered for entities associated with the specified player.
343
357
  */
344
- clearWantedLevel(): void;
358
+ eagleEyeClearRegisteredTrails(): void;
345
359
  /**
346
- * Does the same like PLAYER::GET_PLAYER_PED
347
- *
348
- * @returns
360
+ * @param enable
349
361
  */
350
- getPedScriptIndex(): Ped | null;
362
+ enableCustomDeadeyeAbility(enable: boolean): void;
351
363
  /**
352
- * Retrieves the ID of the ped that the specified player is currently tracking while in Eagle Eye mode.
364
+ * Returns the player's invincibility status.
353
365
  *
354
366
  * @returns
355
367
  */
356
- eagleEyeGetTrackedPedId(): any;
357
- /**
358
- * @returns Returns the player name, or if the player doesn't exist, it returns "**Invalid**"
359
- */
360
- getName(): string | null;
368
+ get Invincible(): boolean;
369
+ resetArrestState(): void;
361
370
  /**
362
- * Seems to work similar to 0xD2CB0FB0FDCB473D
371
+ * Toggle handles wether Deadeye and Eagleeye are infinite or not.
363
372
  *
364
- * @param horse
373
+ * @param toggle
365
374
  */
366
- setPedActiveHorse(horse: Ped): void;
375
+ modifyInfiniteTrailVision(toggle: boolean): void;
367
376
  /**
368
- * Name could potentially be inaccurate.
369
- * Used in Script Function HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = true)
370
- * _SET_PLAYER_L* - _SET_PLAYER_M*
377
+ * Simply sets you as invincible (Health will not deplete).
371
378
  *
372
- * @param active
379
+ * @param toggle
373
380
  */
374
- setMountStateActive(active: boolean): void;
381
+ set Invincible(toggle: boolean);
375
382
  /**
376
- * _IS_PLAYER_I* - _IS_PLAYER_P*
383
+ * Returns whether the player can control himself.
377
384
  *
378
- * @returns p1
385
+ * @returns
379
386
  */
380
- N_0xB331D8A73F9D2BDF(): [boolean, number];
387
+ get IsControlOn(): boolean;
381
388
  /**
382
- * Inhibits the player from using any method of combat including melee and firearms. NOTE: Only disables the firing for one frame
383
- *
384
- * @param toggle
389
+ * @param vehicle
385
390
  */
386
- disableFiring(toggle: boolean): void;
387
- specialAbilitySetEagleEyeDisabled(): void;
391
+ set MayOnlyEnterThisVehicle(vehicle: Vehicle);
388
392
  /**
389
- * Sets the sit prompt for a specific player using a predefined text entry. use game strings like PLAYER_SIT or use custom with
390
- * AddTextEntry("sit_custom", "Take a seat")
391
- * this native must be invoked
392
- * https://imgur.com/gallery/0x988c9045531b9fce-9bTHgkv
393
- *
394
- * @param label
393
+ * @param disabled
395
394
  */
396
- setSitPromptText(label: string | null): void;
397
- updateWantedPositionThisFrame(): void;
395
+ specialAbilitySetDisabled(disabled: boolean): void;
398
396
  /**
399
- * @param entity
397
+ * @param ammoType
398
+ * @param amount
400
399
  */
401
- unregisterEagleEyeForEntity(entity: Entity): void;
400
+ setMaxAmmoOverrideForAmmoType(ammoType: string | number, amount: number): void;
402
401
  /**
403
- * @param farRangeLowerBound
404
- * @param farRangeUpperBound
402
+ * @param p1
405
403
  */
406
- setDamageFarDistanceBonus(farRangeLowerBound: number, farRangeUpperBound: number): void;
404
+ eagleEyeSetTrackingUpgrade2(p1: number): void;
405
+ setAllNeutralRandomPedsFleeThisFrame(): void;
407
406
  /**
408
- * Sets the melee combat prompt for a specific player using a predefined text entry. use game string or
409
- * AddTextEntry("custom_text", "Throw a punch") and use custom_text in the native
410
- *
411
- * @param label
407
+ * @param p1
412
408
  */
413
- setMeleePromptText(label: string | null): void;
409
+ restoreStamina(p1: number): void;
414
410
  /**
415
- * Used in script function INIT_DEADEYE_SLOWDOWN
416
- *
417
- * @param p1
411
+ * @returns
418
412
  */
419
- N_0x570A13A4CA2799BB(p1: boolean): void;
413
+ get CachedDeadEyeAmount(): number;
414
+ clearHasDamagedAtLeastOnePed(): void;
420
415
  /**
421
- * @param activationCost
416
+ * @param entity
422
417
  * @param p2
418
+ * @returns
423
419
  */
424
- setSpecialAbilityActivationCost(activationCost: number, p2: number): void;
420
+ isTargettingEntity(entity: Entity, p2: boolean): boolean;
425
421
  /**
426
- * Used for setting up eagle eye for entity
427
- * Params: p2 = re-register or not?
422
+ * If player has less Dead Eye than required, Dead Eye cant be triggered.
428
423
  *
429
- * @param entity
430
- * @param p2
424
+ * @returns
431
425
  */
432
- registerEagleEyeForEntity(entity: Entity, p2: boolean): void;
426
+ get RequiredDeadEyeAmount(): number;
433
427
  /**
434
428
  * @param p1
435
429
  */
436
- N_0x22B3CABEDDB538B2(p1: number): void;
430
+ N_0x263D69767F76059C(p1: number): void;
437
431
  /**
438
- * @param modifier
432
+ * Make sure to request the model first and wait until it has loaded.
433
+ *
434
+ * @param modelHash
435
+ * @param p2
439
436
  */
440
- setExplosiveWeaponDamageModifier(modifier: number): void;
437
+ setModel(modelHash: string | number, p2: boolean): void;
441
438
  /**
442
- * returns true if the player is on a road while riding a horse but at a certain speed, if you go off road then it returns false or if you go too slow like walking state it also returns false
439
+ * @param toggle
440
+ */
441
+ set Lockon(toggle: boolean);
442
+ /**
443
+ * Sets the player's ability to wear hats based on the specified flag. The flag value determines whether the player can wear all hats or only the ones they own.
444
+ * If the flag is set to 15 and `allow` is true, the player can wear all available hats. However, if you want to restrict the player to wearing only their owned hats (flag 1), you **must first** disable flag 15 by setting it to false, and then set flag 1 to true.
443
445
  *
444
- * @returns
446
+ * @param flag
447
+ * @param allow
445
448
  */
446
- isMountOnRoad(): any;
449
+ setHatAccess(flag: number, allow: boolean): void;
447
450
  /**
448
- * @param entity
449
- * @returns
451
+ * @param closeDamageBonus
450
452
  */
451
- isEagleEyeRegisteredForEntity(entity: Entity): any;
453
+ set DamageCloseDistanceBonusTotal(closeDamageBonus: number);
452
454
  /**
453
- * Max level is 5.
455
+ * Params: p1 = -1 in R* Scripts
454
456
  *
455
- * @param level
457
+ * @param p1
458
+ * @param p2
456
459
  */
457
- setDeadeyeAbilityLevel(level: number): void;
460
+ specialAbilityStartRestore(p1: number, p2: boolean): void;
458
461
  /**
459
- * Shows or hides all Pick Up prompts for the specified player, including the prompt for picking up hats from the ground. When set to true, the player will see Pick Up prompts for all nearby items. If set to false, all Pick Up prompts will be hidden.
460
- *
461
- * @param enable
462
+ * @param multiplier
462
463
  */
463
- setPickupPromptVisible(enable: boolean): void;
464
+ set StaminaSprintDepletionMultiplier(multiplier: number);
464
465
  /**
465
- * @param mount
466
+ * @param p1
466
467
  */
467
- setPedAsSaddleHorseForPlayer(mount: Ped): void;
468
+ eagleEyeSetTrackingUpgrade(p1: number): void;
468
469
  /**
469
- * @returns
470
+ * Get the entity the player is aiming at with/without weapon.
471
+ *
472
+ * @returns entity
470
473
  */
471
- getActiveHorseForPlayer(): Ped | null;
474
+ get InteractionAimEntity(): [boolean, Entity | null];
472
475
  /**
473
- * @param entity
474
- * @param p2
476
+ * @param modifier
475
477
  */
476
- unregisterEagleEyeTrailsForEntity(entity: Entity, p2: any): void;
478
+ set WeaponDefenseModifier(modifier: number);
477
479
  /**
478
- * Resetter for 0x4DBC4873707E8FD6, sets x, y, z to 1.0
480
+ * @returns
479
481
  */
480
- N_0xCEDC16930526F728(): void;
482
+ hasDamagedAtLeastOneNonAnimalPed(): boolean;
481
483
  /**
482
- * @param ped
483
- * @param p2
484
+ * @returns
484
485
  */
485
- N_0xDD33A82352C4652F(ped: Ped, p2: number): void;
486
+ get DeadeyeAbilityLevel(): number;
486
487
  /**
487
- * _RESET_PLAYER_A* - _RESET_PLAYER_I*
488
+ * This native is used to determine if the player has an active lockon an entity while riding a horse.
489
+ *
490
+ * @returns
488
491
  */
489
- N_0x1F488807BC8E0630(): void;
492
+ get IsOnMountLockonEntity(): boolean;
493
+ suppressWitnessesCallingPoliceThisFrame(): void;
490
494
  /**
491
- * @param p1
495
+ * bullet damage modifier: type = 4
496
+ * explosive damage Defense mod: type = 7
497
+ * fire damage Defense mod: type = 8, 15
498
+ *
499
+ * @param type
500
+ * @param defenseModifier
492
501
  */
493
- N_0x4EC8BE63B8A5D4EF(p1: number): void;
502
+ setDefenseTypeModifier(type: number, defenseModifier: number): void;
494
503
  /**
495
- * @returns
504
+ * *CLEAR_FACIAL** - _CLEAR_PED_BLOOD*
496
505
  */
497
- canStartMission(): boolean;
506
+ N_0xF21C7A3F3FFBA629(): void;
498
507
  /**
499
- * Adds an interactive focus mode preset between a player and a specific set of coordinates with a target entity.
500
- * To access all available presets, refer to the file located at:update_1.rpf.common.data.interactive_focus_mode_presets.meta
508
+ * Associates a specific interactive focus mode preset between a player and a ped, with a specified location and target entity.
509
+ * To access all available presets, refer to the file located at: `/update_1.rpf/common/data/interactive_focus_mode_presets.meta`
501
510
  *
511
+ * @param ped
502
512
  * @param preset
503
513
  * @param pos
504
514
  * @param targetEntity
505
515
  * @param name
506
- * @returns p1
507
516
  */
508
- addAmbientInteractiveFocusPresetAtCoords(preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): Vector3;
517
+ addAmbientInteractiveFocusPreset(ped: Ped, preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): void;
509
518
  /**
510
- * @returns
519
+ * Resets any aura effects applied to entities for a specific player in Deadeye mode, returning all aura-related visuals to their default state. This function is primarily used to remove any highlighting or aura effects set by `_SET_DEADEYE_ENTITY_AURA_WITH_FLAG - 0x2B12B6FC8B8772AB` and `_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG - 0x131E294EF60160DF`
511
520
  */
512
- getStaminaRechargeMultiplier(): number;
521
+ resetDeadeyeAuraEffect(): void;
513
522
  /**
514
- * Returns the depletion delay value for the Deadeye ability that was previously set using `SetDeadeyeAbilityDepletionDelay - 0x870634493CB4372C`
515
- *
516
- * @returns
523
+ * @param accuracy
517
524
  */
518
- getDeadeyeAbilityDepletionDelay(): any;
525
+ set TotalAccuracyModifier(accuracy: number);
519
526
  /**
520
527
  * @returns
521
528
  */
522
- isReadyForCutscene(): boolean;
529
+ get VehicleOwnedByPlayer(): Vehicle | null;
523
530
  /**
524
- * @param p1
531
+ * Activates EagleEye, called together with 0x28A13BF6B05C3D83
525
532
  */
526
- N_0x216BC0D3D2E413D2(p1: any): void;
533
+ secondarySpecialAbilitySetActive(): void;
527
534
  /**
528
- * nullsub, doesn't do anything
535
+ * _GET_A* - _GET_C*
529
536
  *
530
- * @param wantedLevel
531
- * @param disableNoMission
537
+ * @returns
532
538
  */
533
- setWantedLevel(wantedLevel: number, disableNoMission: boolean): void;
539
+ N_0x927861B2C08DBEA5(): boolean;
534
540
  /**
535
- * false: default eagleeye color
536
- * true: green eagleeye color
541
+ * it is used to check for that period of time if player damaged any peds only returns the last 3 hits with the entity ids so if you hit the same entity 3 times it will return the same entity id 3 times, if you hit 4 different entities within that time it will return the last 3 entity ids
542
+ * only stores the last 3 hits in the data view buffer
543
+ * duration is in miliseconds
544
+ * you need dataview
537
545
  *
538
- * @param p1
539
- * @returns p2
546
+ * @param duration
547
+ * @returns struct
540
548
  */
541
- eagleEyeSetColor(p1: boolean): number;
549
+ getPedsDamagedByRecently(duration: number): [boolean, number];
542
550
  /**
543
- * *SET_PLAYER_DAMAGE** - *SET_PLAYER_DEFENSE**
551
+ * @param multiplier
552
+ */
553
+ set StaminaRechargeMultiplier(multiplier: number);
554
+ /**
555
+ * Deactivates EagleEye, called together with 0xC0B21F235C02139C
544
556
  *
545
- * @param p1
557
+ * @param disabled
546
558
  */
547
- N_0x818241B3EDA84191(p1: boolean): void;
559
+ secondarySpecialAbilitySetDisabled(disabled: boolean): void;
548
560
  /**
549
561
  * @returns
550
562
  */
551
- getPed(): Ped | null;
563
+ updateTeleport(): boolean;
564
+ resetInputGait(): void;
552
565
  /**
553
- * Sets whether all random peds will run away from player if they are agitated (threatened) (bool=true), or some peds can stand up for themselves (bool=false).
554
- *
555
- * @param toggle
566
+ * Activates the special ability for the specified player.
556
567
  */
557
- setAllRandomPedsFlee(toggle: boolean): void;
568
+ specialAbilitySetActivate(): void;
569
+ clearHasDamagedAtLeastOneNonAnimalPed(): void;
558
570
  /**
559
- * @param p1
560
- * @param discoveryHash
571
+ * @param modifier
561
572
  */
562
- setHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): void;
573
+ set WeaponDegradationModifier(modifier: number);
563
574
  /**
564
- * @returns entity
575
+ * Only used in R* SP Script short_update
576
+ *
577
+ * @param timer
565
578
  */
566
- getEntityIsFreeAimingAt(): [boolean, Entity | null];
579
+ set SpecialAbilityDisableTimer(timer: number);
567
580
  /**
568
- * @returns
581
+ * @param abilityType
582
+ * @param toggle
569
583
  */
570
- getTempHorse(): Ped | null;
584
+ setDeadeyeAbilityLocked(abilityType: number, toggle: boolean): void;
571
585
  /**
572
- * this native checks if the player has damaged or killed any ped human/animal recently within the duration passed, either by shooting or even using melee
573
- * duration is in miliseconds
586
+ * playerResetFlag: See 0x9F9A829C6751F3C7
574
587
  *
575
- * @param duration
588
+ * @param playerResetFlag
576
589
  * @returns
577
590
  */
578
- hasDamagedAnyPedRecently(duration: number): boolean;
591
+ getResetFlag(playerResetFlag: number): any;
579
592
  /**
580
- * @returns entity
593
+ * Returns TRUE if the player ('s ped) is climbing at the moment.
594
+ *
595
+ * @returns
581
596
  */
582
- getTargetEntity(): [boolean, Entity | null];
597
+ get IsClimbing(): boolean;
583
598
  /**
584
- * @returns Returns true if the ped has a ped, and the ped is alive and not arrested.
599
+ * @returns Refer to [enum: ePedMood]
585
600
  */
586
- isPlaying(): boolean;
601
+ get Mood(): number;
602
+ clearBountyTarget(): void;
587
603
  /**
588
- * @returns
604
+ * Focus Fire VFX start for player: p1 = focusfire
605
+ *
606
+ * @param p1
589
607
  */
590
- getSaddleHorseForPlayer(): Ped | null;
608
+ set LockonFocusFireVfx(p1: string | null);
591
609
  /**
592
- * Affects the range of auto aim target.
610
+ * Params: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePromptType
611
+ * promptType is mostly 34 (PP_TRACK_ANIMAL), promptMode = 0 (PP_MODE_BLOCK) in R* Scripts
593
612
  *
594
- * @param range
613
+ * @param promptType
614
+ * @param promptMode
615
+ * @param disabled
595
616
  */
596
- setLockonRangeOverride(range: number): void;
617
+ modifyUiPrompt(promptType: number, promptMode: number, disabled: boolean): void;
597
618
  /**
619
+ * @param p1
598
620
  * @returns
599
621
  */
600
- getHuntingWagon(): Vehicle | null;
622
+ getMaxDeadEye(p1: any): number;
601
623
  /**
602
- * @param modifier
624
+ * @param toggle
625
+ * @param ped
626
+ * @param p3
627
+ * @param p4
603
628
  */
604
- setTrampleDamageModifier(modifier: number): void;
629
+ setForcedAim(toggle: boolean, ped: Ped, p3: number, p4: boolean): void;
630
+ N_0x93624B36E8851B42(): void;
605
631
  /**
606
- * Checks if player is focused on any entity
607
- *
632
+ * @param abilityType
608
633
  * @returns
609
634
  */
610
- isFreeFocusing(): any;
635
+ isDeadeyeAbilityLocked(abilityType: number): any;
611
636
  /**
612
- * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eSetPlayerControlFlags
613
- *
614
- * @param toggle
615
- * @param flags
616
- * @param bPreventHeadingChange
637
+ * @param ped
638
+ * @param useSteerassist
617
639
  */
618
- setControl(toggle: boolean, flags: number, bPreventHeadingChange: boolean): void;
640
+ N_0x1FDA57E8908F2609(ped: Ped, useSteerassist: boolean): void;
619
641
  /**
620
- * Returns true if eagle eye is enabled for the player
642
+ * Returns Deadeye value from player
621
643
  *
622
644
  * @returns
623
645
  */
624
- isSecondarySpecialAbilityEnabled(): boolean;
646
+ specialAbilityGetAmountCached(): number;
625
647
  /**
626
- * @param multiplier
648
+ * @param vehicle
627
649
  */
628
- setNoiseMultiplier(multiplier: number): void;
650
+ set OwnsVehicle(vehicle: Vehicle);
629
651
  /**
630
- * Gets a value indicating whether the specified player is currently aiming freely.
631
- *
632
652
  * @returns
633
653
  */
634
- isFreeAiming(): boolean;
654
+ hasDamagedAtLeastOnePed(): boolean;
635
655
  /**
636
- * @param showingInfoCard
656
+ * Seems to enable active horse equipment prompt when being near it and enables the control that opens the inventory as well
657
+ *
658
+ * @param mount
637
659
  */
638
- setShowInfoCard(showingInfoCard: boolean): void;
660
+ set OwnsMount(mount: Ped);
639
661
  /**
640
- * @param regenRate
662
+ * nullsub, doesn't do anything
641
663
  */
642
- setHealthRechargeMultiplier(regenRate: number): void;
664
+ clearWantedLevel(): void;
643
665
  /**
644
- * damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP
666
+ * Does the same like PLAYER::GET_PLAYER_PED
645
667
  *
646
- * @param damageInfo
668
+ * @returns
647
669
  */
648
- setDamageInfoOverride(damageInfo: string | null): void;
670
+ get PedScriptIndex(): Ped | null;
649
671
  /**
650
- * Sets whether this player can be hassled by gangs.
672
+ * Retrieves the ID of the ped that the specified player is currently tracking while in Eagle Eye mode.
651
673
  *
652
- * @param toggle
674
+ * @returns
653
675
  */
654
- setCanBeHassledByGangs(toggle: boolean): void;
676
+ eagleEyeGetTrackedPedId(): any;
655
677
  /**
656
- * Clears the intensity of aura effects applied to entities for a specific player in Deadeye mode based on a flag parameter. This function is used to reset any intensity modifications set by `_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG - 0x131E294EF60160DF`, restoring affected entities' aura intensity to their default state.
657
- *
658
- * @param bitflag
678
+ * @returns Returns the player name, or if the player doesn't exist, it returns "**Invalid**"
659
679
  */
660
- clearDeadeyeAuraIntensityWithFlag(bitflag: number): void;
680
+ get Name(): string | null;
661
681
  /**
662
- * Decreases Stamina bar drain speed by % when drawing a bow.
682
+ * Seems to work similar to 0xD2CB0FB0FDCB473D
663
683
  *
664
- * @param staminaDrain
684
+ * @param horse
665
685
  */
666
- setBowStaminaDrainSpeed(staminaDrain: number): void;
667
- setAllRandomPedsFleeThisFrame(): void;
686
+ set PedActiveHorse(horse: Ped);
668
687
  /**
669
- * Unsure what it does, sets a Vector on the CPlayerInfo but it doesn't? look like its used anywhere
688
+ * Name could potentially be inaccurate.
689
+ * Used in Script Function HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = true)
690
+ * _SET_PLAYER_L* - _SET_PLAYER_M*
670
691
  *
671
- * @param pos
692
+ * @param active
672
693
  */
673
- N_0x4DBC4873707E8FD6(pos: Vector3): void;
694
+ set MountStateActive(active: boolean);
674
695
  /**
675
- * _SET_PLAYER_A* - _SET_PLAYER_C*
696
+ * _IS_PLAYER_I* - _IS_PLAYER_P*
676
697
  *
677
- * @param damage
698
+ * @returns p1
678
699
  */
679
- setLassoDamagePerSecond(damage: number): void;
700
+ N_0xB331D8A73F9D2BDF(): [boolean, number];
680
701
  /**
681
- * Return true while player is being arrested / busted. If atArresting is set to 1, this function will return 1 when player is being arrested (while player is putting his hand up, but still have control) If atArresting is set to 0, this function will return 1 only when the busted screen is shown.
702
+ * Inhibits the player from using any method of combat including melee and firearms. NOTE: Only disables the firing for one frame
682
703
  *
683
- * @param atArresting
684
- * @returns
704
+ * @param toggle
685
705
  */
686
- isBeingArrested(atArresting: boolean): boolean;
706
+ disableFiring(toggle: boolean): void;
707
+ specialAbilitySetEagleEyeDisabled(): void;
687
708
  /**
688
- * Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
709
+ * Sets the sit prompt for a specific player using a predefined text entry. use game strings like PLAYER_SIT or use custom with
710
+ * AddTextEntry("sit_custom", "Take a seat")
711
+ * this native must be invoked
712
+ * https://imgur.com/gallery/0x988c9045531b9fce-9bTHgkv
689
713
  *
690
- * @param entity
691
- * @returns
692
- */
693
- isFreeAimingAtEntity(entity: Entity): boolean;
694
- /**
695
- * @param farDamageBonus
696
- */
697
- setDamageFarDistanceBonusTotal(farDamageBonus: number): void;
698
- setMayNotEnterAnyVehicle(): void;
699
- /**
700
- * @returns
714
+ * @param label
701
715
  */
702
- getHealth(): number;
703
- resetWantedLevelDifficulty(): void;
716
+ set SitPromptText(label: string | null);
717
+ updateWantedPositionThisFrame(): void;
704
718
  /**
705
- * @param linkedWaypointPed
719
+ * @param entity
706
720
  */
707
- eagleEyeSetFocusOnAssociatedClueTrail(linkedWaypointPed: Entity): void;
721
+ unregisterEagleEyeForEntity(entity: Entity): void;
708
722
  /**
709
- * @returns
723
+ * @param farRangeLowerBound
724
+ * @param farRangeUpperBound
710
725
  */
711
- getNumMarkedDeadeyeTargets(): number;
726
+ setDamageFarDistanceBonus(farRangeLowerBound: number, farRangeUpperBound: number): void;
712
727
  /**
713
- * @param weaponHash Refer to [enum: eWeaponHash]
714
- * @returns
728
+ * Sets the melee combat prompt for a specific player using a predefined text entry. use game string or
729
+ * AddTextEntry("custom_text", "Throw a punch") and use custom_text in the native
730
+ *
731
+ * @param label
715
732
  */
716
- getWeaponDamage(weaponHash: eWeaponHash): number;
733
+ set MeleePromptText(label: string | null);
717
734
  /**
718
- * Sets the behavior of sprinting while the Eagleeye feature is active, determining whether sprinting cancels the effect based on the specified parameter.
719
- * old name was _EAGLE_EYE_SET_PLUS_FLAG_DISABLED this native can still be used as its declared.
735
+ * Used in script function INIT_DEADEYE_SLOWDOWN
720
736
  *
721
- * @param disabled
737
+ * @param p1
722
738
  */
723
- eagleeyeSetSprintBehavior(disabled: boolean): void;
739
+ N_0x570A13A4CA2799BB(p1: boolean): void;
724
740
  /**
725
- * @param speech
741
+ * @param activationCost
742
+ * @param p2
726
743
  */
727
- setInteractionNegativeResponse(speech: string | null): void;
744
+ setSpecialAbilityActivationCost(activationCost: number, p2: number): void;
728
745
  /**
729
- * Params: p1, p2, p3, p4 = 1.f, 0, 0, 0 in R* Scripts
730
- * _SPECIAL_ABILITY*
746
+ * Used for setting up eagle eye for entity
747
+ * Params: p2 = re-register or not?
731
748
  *
732
- * @param p1
749
+ * @param entity
733
750
  * @param p2
734
- * @param p3
735
- * @param p4
736
- */
737
- N_0xFA437FA0738C370C(p1: number, p2: number, p3: number, p4: number): void;
738
- /**
739
- * @param toggle
740
751
  */
741
- setSimulateAiming(toggle: boolean): void;
752
+ registerEagleEyeForEntity(entity: Entity, p2: boolean): void;
742
753
  /**
743
- * @returns
754
+ * @param p1
744
755
  */
745
- getAiDefenseModifierAgainstAi(): number;
756
+ N_0x22B3CABEDDB538B2(p1: number): void;
746
757
  /**
747
- * Setting player's Health recharge time to zero forces immediate health regen
748
- *
749
758
  * @param modifier
750
759
  */
751
- setHealthRechargeTimeModifier(modifier: number): void;
760
+ set ExplosiveWeaponDamageModifier(modifier: number);
752
761
  /**
753
- * Returns true if the given player has a valid ped.
762
+ * returns true if the player is on a road while riding a horse but at a certain speed, if you go off road then it returns false or if you go too slow like walking state it also returns false
754
763
  *
755
764
  * @returns
756
765
  */
757
- networkHasValidPed(): any;
766
+ get IsMountOnRoad(): any;
758
767
  /**
759
- * @param accuracy
768
+ * @param entity
769
+ * @returns
760
770
  */
761
- setRemoteAccuracyFloorModifier(accuracy: number): void;
771
+ isEagleEyeRegisteredForEntity(entity: Entity): any;
762
772
  /**
763
- * @param weapon
764
- * @param speed
773
+ * Max level is 5.
774
+ *
775
+ * @param level
765
776
  */
766
- setWeaponDrawSpeed(weapon: string | number, speed: number): void;
777
+ set DeadeyeAbilityLevel(level: number);
767
778
  /**
768
- * @returns
779
+ * Shows or hides all Pick Up prompts for the specified player, including the prompt for picking up hats from the ground. When set to true, the player will see Pick Up prompts for all nearby items. If set to false, all Pick Up prompts will be hidden.
780
+ *
781
+ * @param enable
769
782
  */
770
- getStaminaDepletionMultiplier(): number;
783
+ set PickupPromptVisible(enable: boolean);
771
784
  /**
772
- * @returns
785
+ * @param mount
773
786
  */
774
- getCurrentStealthNoise(): number;
787
+ set PedAsSaddleHorseForPlayer(mount: Ped);
775
788
  /**
776
- * @param ped
777
789
  * @returns
778
790
  */
779
- isFollowingTarget(ped: Ped): any;
780
- /**
781
- * mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedMood
782
- *
783
- * @param mood Refer to [enum: ePedMood]
784
- */
785
- setMood(mood: number): void;
791
+ get ActiveHorseForPlayer(): Ped | null;
786
792
  /**
787
- * Params: See 0x0751D461F06E41CE
788
- *
789
- * @param ped
790
- * @param promptType
791
- * @param promptMode
792
- * @param enabled
793
+ * @param entity
794
+ * @param p2
793
795
  */
794
- modifyUiPromptForPed(ped: Ped, promptType: number, promptMode: number, enabled: boolean): void;
796
+ unregisterEagleEyeTrailsForEntity(entity: Entity, p2: any): void;
795
797
  /**
796
- * Used in script function INIT_DEADEYE_SLOWDOWN
797
- *
798
- * @param p1
798
+ * Resetter for 0x4DBC4873707E8FD6, sets x, y, z to 1.0
799
799
  */
800
- N_0x3ACAC8832E77BC93(p1: boolean): void;
800
+ N_0xCEDC16930526F728(): void;
801
801
  /**
802
- * Disables the players ability to be wanted by lawmen
803
- *
804
- * @param disable
802
+ * @param ped
803
+ * @param p2
805
804
  */
806
- setDisableWantedLevel(disable: boolean): void;
805
+ N_0xDD33A82352C4652F(ped: Ped, p2: number): void;
807
806
  /**
808
- * Disables the previously set interactive focus mode preset for a given player. see `_SET_PLAYER_INTERACTIVE_FOCUS_PRESET - 0x3C1B1807C7A415D6`
809
- *
810
- * @param name
807
+ * _RESET_PLAYER_A* - _RESET_PLAYER_I*
811
808
  */
812
- disableInteractiveFocusPreset(name: string | null): void;
809
+ N_0x1F488807BC8E0630(): void;
813
810
  /**
814
811
  * @param p1
815
812
  */
816
- setManageBuffSuperJump(p1: number): void;
813
+ N_0x4EC8BE63B8A5D4EF(p1: number): void;
817
814
  /**
818
- * @param multiplier
815
+ * @returns
819
816
  */
820
- setSpecialAbilityMultiplier(multiplier: number): void;
817
+ canStartMission(): boolean;
821
818
  /**
822
- * @param accuracy
819
+ * Adds an interactive focus mode preset between a player and a specific set of coordinates with a target entity.
820
+ * To access all available presets, refer to the file located at:update_1.rpf.common.data.interactive_focus_mode_presets.meta
821
+ *
822
+ * @param preset
823
+ * @param pos
824
+ * @param targetEntity
825
+ * @param name
826
+ * @returns p1
823
827
  */
824
- setLocalAccuracyFloorModifier(accuracy: number): void;
828
+ addAmbientInteractiveFocusPresetAtCoords(preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): Vector3;
825
829
  /**
826
- * @param wantedLevel
827
830
  * @returns
828
831
  */
829
- isWantedLevelGreater(wantedLevel: number): boolean;
832
+ get StaminaRechargeMultiplier(): number;
830
833
  /**
831
- * SPECIAL_ABILITY_NONE = -1,
832
- * SPECIAL_ABILITY_CAR_SLOWDOWN,
833
- * SPECIAL_ABILITY_RAGE,
834
- * SPECIAL_ABILITY_BULLET_TIME,
835
- * SPECIAL_ABILITY_SNAPSHOT,
836
- * SPECIAL_ABILITY_INSULT,
837
- * SPECIAL_ABILITY_DEADEYE,
838
- * SPECIAL_ABILITY_REVIVE
834
+ * Returns the depletion delay value for the Deadeye ability that was previously set using `SetDeadeyeAbilityDepletionDelay - 0x870634493CB4372C`
839
835
  *
840
- * @param type
836
+ * @returns
841
837
  */
842
- setSpecialAbilityType(type: number): void;
838
+ get DeadeyeAbilityDepletionDelay(): any;
843
839
  /**
844
- * @param toggle
840
+ * @returns
845
841
  */
846
- setEveryoneIgnorePlayer(toggle: boolean): void;
842
+ get IsReadyForCutscene(): boolean;
847
843
  /**
848
- * Sets whether this player can take cover.
849
- *
850
- * @param toggle
844
+ * @param p1
851
845
  */
852
- setCanUseCover(toggle: boolean): void;
846
+ N_0x216BC0D3D2E413D2(p1: any): void;
853
847
  /**
854
- * @param ped
848
+ * nullsub, doesn't do anything
849
+ *
850
+ * @param wantedLevel
851
+ * @param disableNoMission
855
852
  */
856
- removeAsFollowTarget(ped: Ped): void;
853
+ setWantedLevel(wantedLevel: number, disableNoMission: boolean): void;
857
854
  /**
858
- * @param weaponGroup
859
- * @param modifier
855
+ * false: default eagleeye color
856
+ * true: green eagleeye color
857
+ *
858
+ * @param p1
859
+ * @returns p2
860
860
  */
861
- setWeaponGroupDamageModifier(weaponGroup: string | number, modifier: number): void;
861
+ eagleEyeSetColor(p1: boolean): number;
862
862
  /**
863
- * @param ped
864
- * @param p2
863
+ * *SET_PLAYER_DAMAGE** - *SET_PLAYER_DEFENSE**
864
+ *
865
+ * @param p1
865
866
  */
866
- N_0x84481018E668E1B8(ped: Ped, p2: any): void;
867
+ N_0x818241B3EDA84191(p1: boolean): void;
867
868
  /**
868
- * @param entity
869
- * @param p2
869
+ * @returns
870
870
  */
871
- registerEagleEyeTrailsForEntity(entity: Entity, p2: any): void;
871
+ get Ped(): Ped | null;
872
872
  /**
873
- * @param filter
873
+ * Sets whether all random peds will run away from player if they are agitated (threatened) (bool=true), or some peds can stand up for themselves (bool=false).
874
+ *
875
+ * @param toggle
874
876
  */
875
- setDeadeyeTaggingConfig(filter: number): void;
877
+ set AllRandomPedsFlee(toggle: boolean);
876
878
  /**
877
- * (Un)lock Eagle Eye functionality
878
- *
879
- * @param enable
879
+ * @param p1
880
+ * @param discoveryHash
880
881
  */
881
- enableEagleeye(enable: boolean): void;
882
+ setHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): void;
882
883
  /**
883
- * Only used in R* SP Script short_update
884
- * Restores Deadeye Outer Ring
885
- *
886
- * @param amount
884
+ * @returns entity
887
885
  */
888
- specialAbilityRestoreOuterRing(amount: number): void;
886
+ get EntityIsFreeAimingAt(): [boolean, Entity | null];
889
887
  /**
890
888
  * @returns
891
889
  */
892
- isSpecialAbilityActive(): any;
893
- reportPoliceSpottedPlayer(): void;
890
+ get TempHorse(): Ped | null;
894
891
  /**
895
- * @param p1
896
- * @param p2
892
+ * this native checks if the player has damaged or killed any ped human/animal recently within the duration passed, either by shooting or even using melee
893
+ * duration is in miliseconds
894
+ *
895
+ * @param duration
897
896
  * @returns
898
897
  */
899
- getReceivedBattleEventRecently(p1: number, p2: boolean): boolean;
898
+ hasDamagedAnyPedRecently(duration: number): boolean;
900
899
  /**
901
- * @returns
900
+ * @returns entity
902
901
  */
903
- getSpecialAbilityMultiplier(): number;
902
+ get TargetEntity(): [boolean, Entity | null];
904
903
  /**
905
- * Sets the weapon that the specified player will aim with. The weapon must already be assigned to the PED. This also determines the weapon order, specifying which weapon the player will automatically switch to when the current weapon runs out of ammo.
906
- *
907
- * @param weapon
908
- * @param attachSlotId
904
+ * @returns Returns true if the ped has a ped, and the ped is alive and not arrested.
909
905
  */
910
- setAimWeapon(weapon: string | number, attachSlotId: number): void;
906
+ get IsPlaying(): boolean;
911
907
  /**
912
- * @param pos
913
- * @param heading
914
- * @param p5
915
- * @param p6
916
- * @param p7
917
- * @param p8
908
+ * @returns
918
909
  */
919
- startTeleport(pos: Vector3, heading: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
910
+ get SaddleHorseForPlayer(): Ped | null;
920
911
  /**
921
- * _IS_PLAYER_A* - _IS_PLAYER_BE*
912
+ * Affects the range of auto aim target.
922
913
  *
923
- * @param ped
924
- * @returns
914
+ * @param range
925
915
  */
926
- N_0xE7F8707269544B29(ped: Ped): boolean;
916
+ set LockonRangeOverride(range: number);
927
917
  /**
928
918
  * @returns
929
919
  */
930
- isScriptControlOn(): boolean;
920
+ get HuntingWagon(): Vehicle | null;
931
921
  /**
932
- * @returns
922
+ * @param modifier
933
923
  */
934
- isSecondarySpecialAbilityActive(): any;
935
- N_0xC900A465364A85D6(): void;
924
+ set TrampleDamageModifier(modifier: number);
936
925
  /**
937
- * Returns the group ID the player is member of.
926
+ * Checks if player is focused on any entity
938
927
  *
939
928
  * @returns
940
929
  */
941
- getGroup(): number;
930
+ get IsFreeFocusing(): any;
942
931
  /**
943
- * Sets stamina core drains peed using ranged damage scale and melee damage scale
932
+ * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eSetPlayerControlFlags
944
933
  *
945
- * @param weaponDefenseMod
946
- * @param meleeDefenseMod
934
+ * @param toggle
935
+ * @param flags
936
+ * @param bPreventHeadingChange
947
937
  */
948
- setDefenseModifier(weaponDefenseMod: number, meleeDefenseMod: number): void;
938
+ setControl(toggle: boolean, flags: number, bPreventHeadingChange: boolean): void;
949
939
  /**
950
- * This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.
940
+ * Returns true if eagle eye is enabled for the player
951
941
  *
952
- * @param modifier
942
+ * @returns
953
943
  */
954
- setWeaponDamageModifier(modifier: number): void;
944
+ get IsSecondarySpecialAbilityEnabled(): boolean;
955
945
  /**
956
- * durationCost: per second
957
- *
958
- * @param durationCost
946
+ * @param multiplier
959
947
  */
960
- setSpecialAbilityDurationCost(durationCost: number): void;
948
+ set NoiseMultiplier(multiplier: number);
961
949
  /**
950
+ * Gets a value indicating whether the specified player is currently aiming freely.
951
+ *
962
952
  * @returns
963
953
  */
964
- isTargettingAnything(): boolean;
954
+ get IsFreeAiming(): boolean;
965
955
  /**
966
- * @param modifier
956
+ * @param showingInfoCard
967
957
  */
968
- eagleEyeSetDrainRateModifier(modifier: number): void;
958
+ set ShowInfoCard(showingInfoCard: boolean);
969
959
  /**
970
- * @returns
960
+ * @param regenRate
971
961
  */
972
- getDeadEye(): number;
962
+ set HealthRechargeMultiplier(regenRate: number);
973
963
  /**
974
- * @returns
964
+ * damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP
965
+ *
966
+ * @param damageInfo
975
967
  */
976
- isInScope(): any;
968
+ set DamageInfoOverride(damageInfo: string | null);
977
969
  /**
978
- * SET_PLAYER_S/T*
970
+ * Sets whether this player can be hassled by gangs.
979
971
  *
980
972
  * @param toggle
981
973
  */
982
- N_0x8591EE69CC3ED257(toggle: boolean): void;
974
+ set CanBeHassledByGangs(toggle: boolean);
983
975
  /**
984
- * @param speedBoost
985
- * @param duration
976
+ * Clears the intensity of aura effects applied to entities for a specific player in Deadeye mode based on a flag parameter. This function is used to reset any intensity modifications set by `_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG - 0x131E294EF60160DF`, restoring affected entities' aura intensity to their default state.
977
+ *
978
+ * @param bitflag
986
979
  */
987
- boostHorseSpeedForTime(speedBoost: number, duration: number): void;
980
+ clearDeadeyeAuraIntensityWithFlag(bitflag: number): void;
988
981
  /**
989
- * Sets Player's Defense against AI modifier
982
+ * Decreases Stamina bar drain speed by % when drawing a bow.
990
983
  *
991
- * @param modifier
984
+ * @param staminaDrain
992
985
  */
993
- setAiDefenseModifierAgainstAi(modifier: number): void;
986
+ set BowStaminaDrainSpeed(staminaDrain: number);
987
+ setAllRandomPedsFleeThisFrame(): void;
994
988
  /**
995
- * Gets the player's team.
996
- * Returns -1 in singleplayer.
989
+ * Unsure what it does, sets a Vector on the CPlayerInfo but it doesn't? look like its used anywhere
997
990
  *
998
- * @returns
991
+ * @param pos
999
992
  */
1000
- getTeam(): number;
993
+ N_0x4DBC4873707E8FD6(pos: Vector3): void;
1001
994
  /**
1002
- * @returns
995
+ * _SET_PLAYER_A* - _SET_PLAYER_C*
996
+ *
997
+ * @param damage
1003
998
  */
1004
- getHealthRechargeMultiplier(): number;
999
+ set LassoDamagePerSecond(damage: number);
1005
1000
  /**
1006
- * Used in script function: NET_AUTO_FOLLOW_UPDATE_LEADER_VALUES
1007
- * followMode:
1008
- * HORSEFOLLOWMODE_AUTO = 0,
1009
- * HORSEFOLLOWMODE_SIDE_ONLY,
1010
- * HORSEFOLLOWMODE_BEHIND_ONLY,
1011
- * HORSEFOLLOWMODE_BEHIND_AND_SIDE,
1012
- * HORSEFOLLOWMODE_BEHIND_CLOSE
1013
- * followPriority:
1014
- * HORSEFOLLOWPRIORITY_STEER_ASSIST = 0,
1015
- * HORSEFOLLOWPRIORITY_AMBIENT,
1016
- * HORSEFOLLOWPRIORITY_NORMAL,
1017
- * HORSEFOLLOWPRIORITY_HIGH
1001
+ * Return true while player is being arrested / busted. If atArresting is set to 1, this function will return 1 when player is being arrested (while player is putting his hand up, but still have control) If atArresting is set to 0, this function will return 1 only when the busted screen is shown.
1018
1002
  *
1019
- * @param ped
1020
- * @param p2
1021
- * @param p3
1022
- * @param followMode
1023
- * @param followPriority
1024
- * @param p6
1003
+ * @param atArresting
1004
+ * @returns
1025
1005
  */
1026
- addAsFollowTarget(ped: Ped, p2: number, p3: number, followMode: number, followPriority: number, p6: boolean): void;
1006
+ isBeingArrested(atArresting: boolean): boolean;
1027
1007
  /**
1028
- * Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names
1008
+ * Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
1029
1009
  *
1030
- * @param promptTextKey
1010
+ * @param entity
1011
+ * @returns
1031
1012
  */
1032
- setPromptLeaveText(promptTextKey: string | null): void;
1013
+ isFreeAimingAtEntity(entity: Entity): boolean;
1014
+ /**
1015
+ * @param farDamageBonus
1016
+ */
1017
+ set DamageFarDistanceBonusTotal(farDamageBonus: number);
1018
+ setMayNotEnterAnyVehicle(): void;
1033
1019
  /**
1034
- * Retrieves the number of marks placed on a PED when Deadeye mode is active for the specified player.
1035
- *
1036
- * @param ped
1037
1020
  * @returns
1038
1021
  */
1039
- getNumDeadeyeMarksOnPed(ped: Ped): any;
1022
+ get Health(): number;
1023
+ resetWantedLevelDifficulty(): void;
1024
+ /**
1025
+ * @param linkedWaypointPed
1026
+ */
1027
+ eagleEyeSetFocusOnAssociatedClueTrail(linkedWaypointPed: Entity): void;
1040
1028
  /**
1041
1029
  * @returns
1042
1030
  */
1043
- getPed2(): Ped | null;
1031
+ get NumMarkedDeadeyeTargets(): number;
1044
1032
  /**
1045
- * @param p1
1033
+ * @param weaponHash Refer to [enum: eWeaponHash]
1046
1034
  * @returns
1047
1035
  */
1048
- getIsUiPromptActive(p1: number): any;
1036
+ getWeaponDamage(weaponHash: eWeaponHash): number;
1037
+ /**
1038
+ * Sets the behavior of sprinting while the Eagleeye feature is active, determining whether sprinting cancels the effect based on the specified parameter.
1039
+ * old name was _EAGLE_EYE_SET_PLUS_FLAG_DISABLED this native can still be used as its declared.
1040
+ *
1041
+ * @param disabled
1042
+ */
1043
+ eagleeyeSetSprintBehavior(disabled: boolean): void;
1049
1044
  /**
1050
- * @param horse
1051
- * @returns
1045
+ * @param speech
1052
1046
  */
1053
- setPedAsTempHorse(horse: Ped): any;
1047
+ set InteractionNegativeResponse(speech: string | null);
1054
1048
  /**
1055
- * Restores Deadeye by given amount.
1056
- * Params: p2, p3, p4 = 0, 0, 1 in R* Scripts
1049
+ * Params: p1, p2, p3, p4 = 1.f, 0, 0, 0 in R* Scripts
1050
+ * _SPECIAL_ABILITY*
1057
1051
  *
1058
- * @param amount
1052
+ * @param p1
1059
1053
  * @param p2
1060
1054
  * @param p3
1061
1055
  * @param p4
1062
1056
  */
1063
- specialAbilityRestoreByAmount(amount: number, p2: number, p3: number, p4: number): void;
1057
+ N_0xFA437FA0738C370C(p1: number, p2: number, p3: number, p4: number): void;
1064
1058
  /**
1065
- * Only used in R* SP Script short_update
1066
- *
1067
- * @param delay
1059
+ * @param toggle
1068
1060
  */
1069
- setDeadeyeAbilityDepletionDelay(delay: number): void;
1061
+ set SimulateAiming(toggle: boolean);
1070
1062
  /**
1071
- * Swim speed multiplier.
1072
- * Multiplier goes up to 1.49f
1063
+ * @returns
1064
+ */
1065
+ get AiDefenseModifierAgainstAi(): number;
1066
+ /**
1067
+ * Setting player's Health recharge time to zero forces immediate health regen
1073
1068
  *
1074
- * @param multiplier
1069
+ * @param modifier
1075
1070
  */
1076
- setSwimMultiplierForPlayer(multiplier: number): void;
1071
+ set HealthRechargeTimeModifier(modifier: number);
1077
1072
  /**
1073
+ * Returns true if the given player has a valid ped.
1074
+ *
1078
1075
  * @returns
1079
1076
  */
1080
- isDead(): boolean;
1077
+ networkHasValidPed(): any;
1081
1078
  /**
1082
- * @param ped
1083
- * @param p2
1079
+ * @param accuracy
1084
1080
  */
1085
- N_0x310CE349E0C0EC4B(ped: Ped, p2: number): void;
1081
+ set RemoteAccuracyFloorModifier(accuracy: number);
1086
1082
  /**
1087
- * Clears all Eagle Eye trails that were registered for entities associated with the specified player.
1083
+ * @param weapon
1084
+ * @param speed
1088
1085
  */
1089
- eagleEyeClearRegisteredTrails(): void;
1086
+ setWeaponDrawSpeed(weapon: string | number, speed: number): void;
1090
1087
  /**
1091
- * @param enable
1088
+ * @returns
1092
1089
  */
1093
- enableCustomDeadeyeAbility(enable: boolean): void;
1090
+ get StaminaDepletionMultiplier(): number;
1094
1091
  /**
1095
- * Returns the player's invincibility status.
1096
- *
1097
1092
  * @returns
1098
1093
  */
1099
- getInvincible(): boolean;
1100
- resetArrestState(): void;
1094
+ get CurrentStealthNoise(): number;
1101
1095
  /**
1102
- * Toggle handles wether Deadeye and Eagleeye are infinite or not.
1103
- *
1104
- * @param toggle
1096
+ * @param ped
1097
+ * @returns
1105
1098
  */
1106
- modifyInfiniteTrailVision(toggle: boolean): void;
1099
+ isFollowingTarget(ped: Ped): any;
1107
1100
  /**
1108
- * Simply sets you as invincible (Health will not deplete).
1101
+ * mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedMood
1109
1102
  *
1110
- * @param toggle
1103
+ * @param mood Refer to [enum: ePedMood]
1111
1104
  */
1112
- setInvincible(toggle: boolean): void;
1105
+ set Mood(mood: number);
1113
1106
  /**
1114
- * Returns whether the player can control himself.
1107
+ * Params: See 0x0751D461F06E41CE
1115
1108
  *
1116
- * @returns
1109
+ * @param ped
1110
+ * @param promptType
1111
+ * @param promptMode
1112
+ * @param enabled
1117
1113
  */
1118
- isControlOn(): boolean;
1114
+ modifyUiPromptForPed(ped: Ped, promptType: number, promptMode: number, enabled: boolean): void;
1119
1115
  /**
1120
- * @param vehicle
1116
+ * Used in script function INIT_DEADEYE_SLOWDOWN
1117
+ *
1118
+ * @param p1
1121
1119
  */
1122
- setMayOnlyEnterThisVehicle(vehicle: Vehicle): void;
1120
+ N_0x3ACAC8832E77BC93(p1: boolean): void;
1123
1121
  /**
1124
- * @param p2
1125
- * @param p3
1126
- * @returns outEntity
1122
+ * Disables the players ability to be wanted by lawmen
1123
+ *
1124
+ * @param disable
1127
1125
  */
1128
- getInteractionTargetEntity(p2: boolean, p3: boolean): [any, Entity | null];
1126
+ set DisableWantedLevel(disable: boolean);
1129
1127
  /**
1130
- * @param toggle
1128
+ * Disables the previously set interactive focus mode preset for a given player. see `_SET_PLAYER_INTERACTIVE_FOCUS_PRESET - 0x3C1B1807C7A415D6`
1129
+ *
1130
+ * @param name
1131
1131
  */
1132
- setDeadeyeTaggingEnabled(toggle: boolean): void;
1132
+ disableInteractiveFocusPreset(name: string | null): void;
1133
1133
  /**
1134
- * @returns
1134
+ * @param p1
1135
1135
  */
1136
- getStamina(): number;
1136
+ set ManageBuffSuperJump(p1: number);
1137
1137
  /**
1138
- * @param modifier
1138
+ * @param multiplier
1139
1139
  */
1140
- setMeleeWeaponDamageModifier(modifier: number): void;
1140
+ set SpecialAbilityMultiplier(multiplier: number);
1141
1141
  /**
1142
- * @returns
1142
+ * @param accuracy
1143
1143
  */
1144
- hasBeenSpottedInStolenVehicle(): boolean;
1144
+ set LocalAccuracyFloorModifier(accuracy: number);
1145
1145
  /**
1146
- * Enables or disables the Pick Up prompt for a hat on the ground for the specified player. When set to true, the player will see a prompt to pick up the hat if they are near it.
1147
- *
1148
- * @param canPickup
1146
+ * @param wantedLevel
1147
+ * @returns
1149
1148
  */
1150
- setCanPickupHat(canPickup: boolean): void;
1149
+ isWantedLevelGreater(wantedLevel: number): boolean;
1151
1150
  /**
1152
- * Sets the aura color for entities that the player can target in Deadeye mode, based on a specific hash value. This Native was previously named `SetPlayerStatFlagHash`, but it has been re-evaluated and renamed to better reflect its function in controlling the Deadeye aura color for targeted entities
1153
- * some colors
1154
- * 0: Default aura
1155
- * 1014693585
1156
- * 1936842089
1157
- * 1979474018
1151
+ * SPECIAL_ABILITY_NONE = -1,
1152
+ * SPECIAL_ABILITY_CAR_SLOWDOWN,
1153
+ * SPECIAL_ABILITY_RAGE,
1154
+ * SPECIAL_ABILITY_BULLET_TIME,
1155
+ * SPECIAL_ABILITY_SNAPSHOT,
1156
+ * SPECIAL_ABILITY_INSULT,
1157
+ * SPECIAL_ABILITY_DEADEYE,
1158
+ * SPECIAL_ABILITY_REVIVE
1158
1159
  *
1159
- * @param auraColorHash
1160
+ * @param type
1160
1161
  */
1161
- setDeadEyeAuraByHash(auraColorHash: string | number): void;
1162
+ set SpecialAbilityType(type: number);
1162
1163
  /**
1163
- * @param target
1164
+ * @param toggle
1164
1165
  */
1165
- setBountyTarget(target: Player): void;
1166
+ set EveryoneIgnorePlayer(toggle: boolean);
1166
1167
  /**
1167
- * Retrieves whether all trails are currently hidden during Eagle Eye mode for the specified player.
1168
+ * Sets whether this player can take cover.
1168
1169
  *
1169
- * @returns
1170
+ * @param toggle
1170
1171
  */
1171
- eagleEyeAreAllTrailsHidden(): any;
1172
+ set CanUseCover(toggle: boolean);
1172
1173
  /**
1173
- * @returns
1174
+ * @param ped
1174
1175
  */
1175
- getIsDeadeyeTaggingEnabled(): any;
1176
+ removeAsFollowTarget(ped: Ped): void;
1176
1177
  /**
1177
1178
  * @param weaponGroup
1178
- * @param toggle
1179
+ * @param modifier
1179
1180
  */
1180
- setWeaponGroupAsInstantKill(weaponGroup: string | number, toggle: boolean): void;
1181
+ setWeaponGroupDamageModifier(weaponGroup: string | number, modifier: number): void;
1181
1182
  /**
1182
- * Returns false if PromptType is enabled
1183
- * Params: See 0x0751D461F06E41CE
1184
- *
1185
- * @param promptType
1186
- * @param promptMode
1187
- * @returns
1183
+ * @param ped
1184
+ * @param p2
1188
1185
  */
1189
- getUiPromptIsDisabled(promptType: number, promptMode: number): any;
1186
+ N_0x84481018E668E1B8(ped: Ped, p2: any): void;
1190
1187
  /**
1191
- * @param toggle
1188
+ * @param entity
1189
+ * @param p2
1192
1190
  */
1193
- setLockonToFriendlyPlayers(toggle: boolean): void;
1191
+ registerEagleEyeTrailsForEntity(entity: Entity, p2: any): void;
1194
1192
  /**
1195
- * Activates the Surrender prompt for the specified player in the current frame.
1193
+ * @param filter
1194
+ */
1195
+ set DeadeyeTaggingConfig(filter: number);
1196
+ /**
1197
+ * (Un)lock Eagle Eye functionality
1196
1198
  *
1197
- * @param targetPed
1198
- * @param promptOrder
1199
- * @param p3
1199
+ * @param enable
1200
1200
  */
1201
- setCooperatePromptThisFrame(targetPed: Ped, promptOrder: number, p3: boolean): void;
1201
+ enableEagleeye(enable: boolean): void;
1202
1202
  /**
1203
- * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePlayerResetFlags
1204
- * https://github.com/femga/rdr3_discoveries/tree/master/AI/PLAYER_RESET_FLAGS
1203
+ * Only used in R* SP Script short_update
1204
+ * Restores Deadeye Outer Ring
1205
1205
  *
1206
- * @param playerResetFlag
1207
- * @param p2
1206
+ * @param amount
1208
1207
  */
1209
- setResetFlag(playerResetFlag: number, p2: boolean): void;
1208
+ specialAbilityRestoreOuterRing(amount: number): void;
1210
1209
  /**
1211
1210
  * @returns
1212
1211
  */
1213
- getWantedLevel(): number;
1212
+ get IsSpecialAbilityActive(): any;
1213
+ reportPoliceSpottedPlayer(): void;
1214
1214
  /**
1215
- * @param closeRangeLowerBound
1216
- * @param closeRangeUpperBound
1215
+ * @param p1
1216
+ * @param p2
1217
+ * @returns
1217
1218
  */
1218
- setDamageCloseDistanceBonus(closeRangeLowerBound: number, closeRangeUpperBound: number): void;
1219
+ getReceivedBattleEventRecently(p1: number, p2: boolean): boolean;
1219
1220
  /**
1220
- * @param multiplier
1221
+ * @returns
1221
1222
  */
1222
- setSneakingNoiseMultiplier(multiplier: number): void;
1223
+ get SpecialAbilityMultiplier(): number;
1223
1224
  /**
1224
- * Sets the player's team.
1225
+ * Sets the weapon that the specified player will aim with. The weapon must already be assigned to the PED. This also determines the weapon order, specifying which weapon the player will automatically switch to when the current weapon runs out of ammo.
1225
1226
  *
1226
- * @param team
1227
- * @param bRestrictToThisScript
1227
+ * @param weapon
1228
+ * @param attachSlotId
1228
1229
  */
1229
- setTeam(team: number, bRestrictToThisScript: boolean): void;
1230
+ setAimWeapon(weapon: string | number, attachSlotId: number): void;
1230
1231
  /**
1231
- * Checks if the player's Deadeye ability is enabled.
1232
- *
1233
- * @returns
1232
+ * @param pos
1233
+ * @param heading
1234
+ * @param p5
1235
+ * @param p6
1236
+ * @param p7
1237
+ * @param p8
1234
1238
  */
1235
- isSpecialAbilityEnabled(): any;
1239
+ startTeleport(pos: Vector3, heading: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
1236
1240
  /**
1237
- * Returns true if PromptType is enabled for ped (mount)
1238
- * Params: See 0x0751D461F06E41CE
1241
+ * _IS_PLAYER_A* - _IS_PLAYER_BE*
1239
1242
  *
1240
1243
  * @param ped
1241
- * @param promptType
1242
- * @param promptMode
1243
1244
  * @returns
1244
1245
  */
1245
- getUiPromptForPedIsEnabled(ped: Ped, promptType: number, promptMode: number): any;
1246
+ N_0xE7F8707269544B29(ped: Ped): boolean;
1246
1247
  /**
1247
- * Applies a aura effect to nearby entities when Deadeye is active, based on a flag parameter. This includes humans, animals, vehicles, and horses pulling those vehicles. Additionally, depending on the flag value, the player's appearance may change (e.g., turning gray).
1248
- *
1249
- * @param flag
1248
+ * @returns
1250
1249
  */
1251
- setDeadeyeEntityAuraWithFlag(flag: number): void;
1250
+ get IsScriptControlOn(): boolean;
1252
1251
  /**
1253
1252
  * @returns
1254
1253
  */
1255
- getMountOwnedByPlayer(): Ped | null;
1254
+ get IsSecondarySpecialAbilityActive(): any;
1255
+ N_0xC900A465364A85D6(): void;
1256
1256
  /**
1257
- * @param weaponHash Refer to [enum: eWeaponHash]
1258
- * @param damageModifier
1257
+ * Returns the group ID the player is member of.
1258
+ *
1259
+ * @returns
1259
1260
  */
1260
- setWeaponTypeDamageModifier(weaponHash: eWeaponHash, damageModifier: number): void;
1261
+ get Group(): number;
1261
1262
  /**
1262
- * Only used in script function PROCESS_PED_INTERRUPT_DIALOGUE
1263
- * *GET_PLAYER**
1263
+ * Sets stamina core drains peed using ranged damage scale and melee damage scale
1264
1264
  *
1265
- * @returns ped
1265
+ * @param weaponDefenseMod
1266
+ * @param meleeDefenseMod
1266
1267
  */
1267
- N_0x7AE93C45EC14A166(): [boolean, Ped | null];
1268
+ setDefenseModifier(weaponDefenseMod: number, meleeDefenseMod: number): void;
1268
1269
  /**
1269
- * @param speed
1270
- * @param duration
1271
- * @param heading
1272
- * @param p4
1273
- * @param p5
1270
+ * This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.
1271
+ *
1272
+ * @param modifier
1274
1273
  */
1275
- simulateInputGait(speed: number, duration: number, heading: number, p4: boolean, p5: boolean): void;
1274
+ set WeaponDamageModifier(modifier: number);
1275
+ /**
1276
+ * durationCost: per second
1277
+ *
1278
+ * @param durationCost
1279
+ */
1280
+ set SpecialAbilityDurationCost(durationCost: number);
1276
1281
  /**
1277
- * @param p1
1278
1282
  * @returns
1279
1283
  */
1280
- getDeadEyeMeterLevel(p1: boolean): number;
1284
+ get IsTargettingAnything(): boolean;
1281
1285
  /**
1282
- * @param drawReductionTime
1286
+ * @param modifier
1283
1287
  */
1284
- setBowDrawReductionTimeInDeadeye(drawReductionTime: number): void;
1288
+ eagleEyeSetDrainRateModifier(modifier: number): void;
1285
1289
  /**
1286
- * Checks if the player can focus on tracks while in Eagle Eye mode. Returns true if the player is able to focus on a track, otherwise false.
1287
- *
1288
1290
  * @returns
1289
1291
  */
1290
- eagleEyeCanFocusOnTrack(): any;
1292
+ get DeadEye(): number;
1291
1293
  /**
1292
- * @param range
1294
+ * @returns
1293
1295
  */
1294
- eagleEyeSetRange(range: number): void;
1296
+ get IsInScope(): any;
1295
1297
  /**
1296
- * *SET_SPECIAL_ABILITY**
1298
+ * SET_PLAYER_S/T*
1297
1299
  *
1298
- * @param p1
1300
+ * @param toggle
1299
1301
  */
1300
- N_0x4D1699543B1C023C(p1: number): void;
1302
+ N_0x8591EE69CC3ED257(toggle: boolean): void;
1301
1303
  /**
1302
- * Drains Deadeye by given amount.
1303
- *
1304
- * @param amount
1305
- * @param p2
1304
+ * @param speedBoost
1305
+ * @param duration
1306
1306
  */
1307
- specialAbilityDrainByAmount(amount: number, p2: any): void;
1307
+ boostHorseSpeedForTime(speedBoost: number, duration: number): void;
1308
+ /**
1309
+ * Gets the player's server ID. In multiplayer, this is the player's unique server-side identifier.
1310
+ */
1311
+ get ServerId(): number;
1308
1312
  }
1309
1313
  //# sourceMappingURL=Player.d.ts.map