@nativewrappers/redm-codegen 0.0.5 → 0.0.6

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Files changed (213) hide show
  1. package/dist/classes/AnimScene.d.ts +126 -126
  2. package/dist/classes/AnimScene.d.ts.map +1 -1
  3. package/dist/classes/AnimScene.js +184 -184
  4. package/dist/classes/BaseModel.d.ts +17 -17
  5. package/dist/classes/BaseModel.d.ts.map +1 -1
  6. package/dist/classes/BaseModel.js +25 -25
  7. package/dist/classes/BaseTask.d.ts +12 -12
  8. package/dist/classes/BaseTask.d.ts.map +1 -1
  9. package/dist/classes/BaseTask.js +14 -14
  10. package/dist/classes/Cam.d.ts +94 -94
  11. package/dist/classes/Cam.d.ts.map +1 -1
  12. package/dist/classes/Cam.js +126 -126
  13. package/dist/classes/Entity.d.ts +471 -471
  14. package/dist/classes/Entity.d.ts.map +1 -1
  15. package/dist/classes/Entity.js +672 -672
  16. package/dist/classes/PedTask.d.ts +155 -155
  17. package/dist/classes/PedTask.d.ts.map +1 -1
  18. package/dist/classes/PedTask.js +204 -204
  19. package/dist/classes/PersChar.d.ts +9 -9
  20. package/dist/classes/PersChar.d.ts.map +1 -1
  21. package/dist/classes/PersChar.js +21 -21
  22. package/dist/classes/Pickup.d.ts +5 -5
  23. package/dist/classes/Pickup.d.ts.map +1 -1
  24. package/dist/classes/Pickup.js +9 -9
  25. package/dist/classes/Player.d.ts +687 -687
  26. package/dist/classes/Player.d.ts.map +1 -1
  27. package/dist/classes/Player.js +1013 -1013
  28. package/dist/classes/Prop.d.ts +87 -87
  29. package/dist/classes/Prop.d.ts.map +1 -1
  30. package/dist/classes/Prop.js +121 -121
  31. package/dist/classes/PropSet.d.ts +4 -4
  32. package/dist/classes/PropSet.d.ts.map +1 -1
  33. package/dist/classes/PropSet.js +6 -6
  34. package/dist/classes/VehicleTask.d.ts +17 -17
  35. package/dist/classes/VehicleTask.d.ts.map +1 -1
  36. package/dist/classes/VehicleTask.js +21 -21
  37. package/dist/classes/Weapon.d.ts +306 -306
  38. package/dist/classes/Weapon.d.ts.map +1 -1
  39. package/dist/classes/Weapon.js +411 -411
  40. package/dist/namespaces/Animscene.d.ts +59 -59
  41. package/dist/namespaces/Animscene.d.ts.map +1 -1
  42. package/dist/namespaces/Animscene.js +77 -77
  43. package/dist/namespaces/Audio.d.ts +569 -569
  44. package/dist/namespaces/Audio.d.ts.map +1 -1
  45. package/dist/namespaces/Audio.js +728 -728
  46. package/dist/namespaces/Bounty.d.ts +70 -70
  47. package/dist/namespaces/Bounty.d.ts.map +1 -1
  48. package/dist/namespaces/Bounty.js +115 -115
  49. package/dist/namespaces/Brain.d.ts +15 -15
  50. package/dist/namespaces/Brain.d.ts.map +1 -1
  51. package/dist/namespaces/Brain.js +20 -20
  52. package/dist/namespaces/CamStatics.d.ts +399 -399
  53. package/dist/namespaces/CamStatics.d.ts.map +1 -1
  54. package/dist/namespaces/CamStatics.js +574 -574
  55. package/dist/namespaces/Clock.d.ts +51 -51
  56. package/dist/namespaces/Clock.d.ts.map +1 -1
  57. package/dist/namespaces/Clock.js +73 -73
  58. package/dist/namespaces/Collection.d.ts +76 -76
  59. package/dist/namespaces/Collection.d.ts.map +1 -1
  60. package/dist/namespaces/Collection.js +108 -108
  61. package/dist/namespaces/Companion.d.ts +22 -22
  62. package/dist/namespaces/Companion.d.ts.map +1 -1
  63. package/dist/namespaces/Companion.js +30 -30
  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/Crew.d.ts +9 -9
  71. package/dist/namespaces/Crew.d.ts.map +1 -1
  72. package/dist/namespaces/Crew.js +14 -14
  73. package/dist/namespaces/Databinding.d.ts +177 -177
  74. package/dist/namespaces/Databinding.d.ts.map +1 -1
  75. package/dist/namespaces/Databinding.js +271 -271
  76. package/dist/namespaces/Dlc.d.ts +5 -5
  77. package/dist/namespaces/Dlc.d.ts.map +1 -1
  78. package/dist/namespaces/Dlc.js +9 -9
  79. package/dist/namespaces/EntityStatics.d.ts +193 -193
  80. package/dist/namespaces/EntityStatics.d.ts.map +1 -1
  81. package/dist/namespaces/EntityStatics.js +263 -263
  82. package/dist/namespaces/Fire.d.ts +7 -7
  83. package/dist/namespaces/Fire.d.ts.map +1 -1
  84. package/dist/namespaces/Fire.js +9 -9
  85. package/dist/namespaces/Graphics.d.ts +820 -820
  86. package/dist/namespaces/Graphics.d.ts.map +1 -1
  87. package/dist/namespaces/Graphics.js +1118 -1118
  88. package/dist/namespaces/Hud.d.ts +494 -494
  89. package/dist/namespaces/Hud.d.ts.map +1 -1
  90. package/dist/namespaces/Hud.js +789 -789
  91. package/dist/namespaces/Inventory.d.ts +180 -180
  92. package/dist/namespaces/Inventory.d.ts.map +1 -1
  93. package/dist/namespaces/Inventory.js +239 -239
  94. package/dist/namespaces/Itemdatabase.d.ts +78 -78
  95. package/dist/namespaces/Itemdatabase.d.ts.map +1 -1
  96. package/dist/namespaces/Itemdatabase.js +106 -106
  97. package/dist/namespaces/Map.d.ts +156 -156
  98. package/dist/namespaces/Map.d.ts.map +1 -1
  99. package/dist/namespaces/Map.js +207 -207
  100. package/dist/namespaces/Minigame.d.ts +78 -78
  101. package/dist/namespaces/Minigame.d.ts.map +1 -1
  102. package/dist/namespaces/Minigame.js +116 -116
  103. package/dist/namespaces/Missiondata.d.ts +15 -15
  104. package/dist/namespaces/Missiondata.d.ts.map +1 -1
  105. package/dist/namespaces/Missiondata.js +23 -23
  106. package/dist/namespaces/Network.d.ts +636 -636
  107. package/dist/namespaces/Network.d.ts.map +1 -1
  108. package/dist/namespaces/Network.js +915 -915
  109. package/dist/namespaces/Object.d.ts +121 -121
  110. package/dist/namespaces/Object.d.ts.map +1 -1
  111. package/dist/namespaces/Object.js +162 -162
  112. package/dist/namespaces/Pad.d.ts +94 -94
  113. package/dist/namespaces/Pad.d.ts.map +1 -1
  114. package/dist/namespaces/Pad.js +127 -127
  115. package/dist/namespaces/Perschar.d.ts +44 -44
  116. package/dist/namespaces/Perschar.d.ts.map +1 -1
  117. package/dist/namespaces/Perschar.js +68 -68
  118. package/dist/namespaces/Physics.d.ts +158 -158
  119. package/dist/namespaces/Physics.d.ts.map +1 -1
  120. package/dist/namespaces/Physics.js +207 -207
  121. package/dist/namespaces/PlayerStatics.d.ts +127 -127
  122. package/dist/namespaces/PlayerStatics.d.ts.map +1 -1
  123. package/dist/namespaces/PlayerStatics.js +177 -177
  124. package/dist/namespaces/Population.d.ts +75 -75
  125. package/dist/namespaces/Population.d.ts.map +1 -1
  126. package/dist/namespaces/Population.js +101 -101
  127. package/dist/namespaces/Posse.d.ts +38 -38
  128. package/dist/namespaces/Posse.d.ts.map +1 -1
  129. package/dist/namespaces/Posse.js +62 -62
  130. package/dist/namespaces/Propset.d.ts +30 -30
  131. package/dist/namespaces/Propset.d.ts.map +1 -1
  132. package/dist/namespaces/Propset.js +38 -38
  133. package/dist/namespaces/Shapetest.d.ts +11 -11
  134. package/dist/namespaces/Shapetest.d.ts.map +1 -1
  135. package/dist/namespaces/Shapetest.js +13 -13
  136. package/dist/namespaces/Stats.d.ts +88 -88
  137. package/dist/namespaces/Stats.d.ts.map +1 -1
  138. package/dist/namespaces/Stats.js +123 -123
  139. package/dist/namespaces/Streaming.d.ts +58 -58
  140. package/dist/namespaces/Streaming.d.ts.map +1 -1
  141. package/dist/namespaces/Streaming.js +92 -92
  142. package/dist/namespaces/Task.d.ts +62 -62
  143. package/dist/namespaces/Task.d.ts.map +1 -1
  144. package/dist/namespaces/Task.js +90 -90
  145. package/dist/namespaces/Telemetry.d.ts +172 -172
  146. package/dist/namespaces/Telemetry.d.ts.map +1 -1
  147. package/dist/namespaces/Telemetry.js +240 -240
  148. package/dist/namespaces/Uifeed.d.ts +15 -15
  149. package/dist/namespaces/Uifeed.d.ts.map +1 -1
  150. package/dist/namespaces/Uifeed.js +24 -24
  151. package/dist/namespaces/Voice.d.ts +38 -38
  152. package/dist/namespaces/Voice.d.ts.map +1 -1
  153. package/dist/namespaces/Voice.js +56 -56
  154. package/dist/namespaces/Water.d.ts +27 -27
  155. package/dist/namespaces/Water.d.ts.map +1 -1
  156. package/dist/namespaces/Water.js +41 -41
  157. package/dist/namespaces/WeaponStatics.d.ts +250 -250
  158. package/dist/namespaces/WeaponStatics.d.ts.map +1 -1
  159. package/dist/namespaces/WeaponStatics.js +346 -346
  160. package/package.json +1 -1
  161. package/src/classes/AnimScene.ts +199 -199
  162. package/src/classes/BaseModel.ts +29 -29
  163. package/src/classes/BaseTask.ts +15 -15
  164. package/src/classes/Cam.ts +135 -135
  165. package/src/classes/Entity.ts +687 -687
  166. package/src/classes/PedTask.ts +223 -223
  167. package/src/classes/PersChar.ts +24 -24
  168. package/src/classes/Pickup.ts +10 -10
  169. package/src/classes/Player.ts +1024 -1024
  170. package/src/classes/Prop.ts +136 -136
  171. package/src/classes/PropSet.ts +7 -7
  172. package/src/classes/VehicleTask.ts +23 -23
  173. package/src/classes/Weapon.ts +429 -429
  174. package/src/namespaces/Animscene.ts +86 -86
  175. package/src/namespaces/Audio.ts +804 -804
  176. package/src/namespaces/Bounty.ts +131 -131
  177. package/src/namespaces/Brain.ts +22 -22
  178. package/src/namespaces/CamStatics.ts +599 -599
  179. package/src/namespaces/Clock.ts +82 -82
  180. package/src/namespaces/Collection.ts +109 -109
  181. package/src/namespaces/Companion.ts +34 -34
  182. package/src/namespaces/Compendium.ts +59 -59
  183. package/src/namespaces/Crashlog.ts +16 -16
  184. package/src/namespaces/Crew.ts +16 -16
  185. package/src/namespaces/Databinding.ts +286 -286
  186. package/src/namespaces/Dlc.ts +9 -9
  187. package/src/namespaces/EntityStatics.ts +279 -279
  188. package/src/namespaces/Fire.ts +10 -10
  189. package/src/namespaces/Graphics.ts +1196 -1196
  190. package/src/namespaces/Hud.ts +799 -799
  191. package/src/namespaces/Inventory.ts +245 -245
  192. package/src/namespaces/Itemdatabase.ts +118 -118
  193. package/src/namespaces/Map.ts +215 -215
  194. package/src/namespaces/Minigame.ts +132 -132
  195. package/src/namespaces/Missiondata.ts +27 -27
  196. package/src/namespaces/Network.ts +951 -951
  197. package/src/namespaces/Object.ts +171 -171
  198. package/src/namespaces/Pad.ts +127 -127
  199. package/src/namespaces/Perschar.ts +72 -72
  200. package/src/namespaces/Physics.ts +231 -231
  201. package/src/namespaces/PlayerStatics.ts +202 -202
  202. package/src/namespaces/Population.ts +114 -114
  203. package/src/namespaces/Posse.ts +62 -62
  204. package/src/namespaces/Propset.ts +42 -42
  205. package/src/namespaces/Shapetest.ts +14 -14
  206. package/src/namespaces/Stats.ts +139 -139
  207. package/src/namespaces/Streaming.ts +104 -104
  208. package/src/namespaces/Task.ts +100 -100
  209. package/src/namespaces/Telemetry.ts +265 -265
  210. package/src/namespaces/Uifeed.ts +27 -27
  211. package/src/namespaces/Voice.ts +65 -65
  212. package/src/namespaces/Water.ts +47 -47
  213. package/src/namespaces/WeaponStatics.ts +365 -365
@@ -8,274 +8,6 @@ export declare class Player implements IHandle {
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  handle: number;
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  constructor(handle: number);
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  static fromHandle(handle: number): Player | null;
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- /**
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- * Returns true if the player is riding a train.
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- *
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- * @returns
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- */
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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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- *
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- * @param hide
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- */
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- eagleEyeSetHideAllTrails(hide: boolean): void;
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- /**
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- * _IS_PLAYER_S* - _IS_PLAYER_T*
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- *
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- * @returns
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- */
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- N_0x621D1B289CAF5978(): boolean;
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- /**
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- * Decreases the damage the player receives while on horseback
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- * Previous name: _SET_RECEIVED_HORSEBACK_DAMAGE_DECREASE
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- *
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- * @param damageDecrease
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- */
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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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- set CanMercyKill(toggle: boolean);
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- /**
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- * @param p1
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- * @param discoveryHash
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- * @returns
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- */
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- getHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): any;
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- /**
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- * @param speech
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- */
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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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- */
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- 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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- set HuntingWagon(wagon: Vehicle);
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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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- *
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- * @param p1
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- * @param p2
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- * @param p3
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- * @param intensity
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- * @param flag
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- */
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- setDeadeyeEntityAuraIntensityWithFlag(p1: number, p2: number, p3: number, intensity: number, flag: number): void;
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- /**
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- * @param target
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- */
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- set BountyTarget(target: Player);
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- /**
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- * Retrieves whether all trails are currently hidden during Eagle Eye mode for the specified player.
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- *
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- * @returns
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- */
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- eagleEyeAreAllTrailsHidden(): any;
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- /**
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- * @returns
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- */
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- get IsDeadeyeTaggingEnabled(): any;
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- /**
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- * Sets Player's Defense against AI modifier
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- *
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- * @param modifier
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- */
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- set AiDefenseModifierAgainstAi(modifier: number);
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- /**
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- * Gets the player's team.
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- * Returns -1 in singleplayer.
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- *
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- * @returns
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- */
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- get Team(): number;
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- /**
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- * @returns
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- */
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- get HealthRechargeMultiplier(): number;
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- /**
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- * Used in script function: NET_AUTO_FOLLOW_UPDATE_LEADER_VALUES
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- * followMode:
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- * HORSEFOLLOWMODE_AUTO = 0,
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- * HORSEFOLLOWMODE_SIDE_ONLY,
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- * HORSEFOLLOWMODE_BEHIND_ONLY,
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- * HORSEFOLLOWMODE_BEHIND_AND_SIDE,
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- * HORSEFOLLOWMODE_BEHIND_CLOSE
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- * followPriority:
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- * HORSEFOLLOWPRIORITY_STEER_ASSIST = 0,
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- * HORSEFOLLOWPRIORITY_AMBIENT,
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- * HORSEFOLLOWPRIORITY_NORMAL,
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- * HORSEFOLLOWPRIORITY_HIGH
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- *
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- * @param ped
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- * @param p2
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- * @param p3
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- * @param followMode
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- * @param followPriority
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- * @param p6
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- */
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- addAsFollowTarget(ped: Ped, p2: number, p3: number, followMode: number, followPriority: number, p6: boolean): void;
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- /**
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- * Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names
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- *
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- * @param promptTextKey
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- */
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- set PromptLeaveText(promptTextKey: string | null);
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- /**
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- * Retrieves the number of marks placed on a PED when Deadeye mode is active for the specified player.
133
- *
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- * @param ped
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- * @returns
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- */
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- getNumDeadeyeMarksOnPed(ped: Ped): any;
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- /**
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- * @returns
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- */
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- get Ped2(): Ped | null;
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- /**
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- * @param p1
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- * @returns
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- */
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- getIsUiPromptActive(p1: number): any;
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- /**
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- * Returns true if PromptType is enabled for ped (mount)
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- * Params: See 0x0751D461F06E41CE
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- *
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- * @param ped
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- * @param promptType
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- * @param promptMode
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- * @returns
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- */
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- getUiPromptForPedIsEnabled(ped: Ped, promptType: number, promptMode: number): any;
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- /**
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- * 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).
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- *
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- * @param flag
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- */
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- set DeadeyeEntityAuraWithFlag(flag: number);
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- /**
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- * @returns
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- */
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- get MountOwnedByPlayer(): Ped | null;
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- /**
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- * @param weaponHash Refer to [enum: eWeaponHash]
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- * @param damageModifier
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- */
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- setWeaponTypeDamageModifier(weaponHash: eWeaponHash, damageModifier: number): void;
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- /**
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- * Only used in script function PROCESS_PED_INTERRUPT_DIALOGUE
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- * *GET_PLAYER**
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- *
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- * @returns ped
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- */
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- N_0x7AE93C45EC14A166(): [boolean, Ped | null];
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- /**
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- * @param speed
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- * @param duration
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- * @param heading
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- * @param p4
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- * @param p5
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- */
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- simulateInputGait(speed: number, duration: number, heading: number, p4: boolean, p5: boolean): void;
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- /**
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- * @param p1
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- * @returns
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- */
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- getDeadEyeMeterLevel(p1: boolean): number;
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- /**
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- * @param drawReductionTime
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- */
195
- set BowDrawReductionTimeInDeadeye(drawReductionTime: number);
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- /**
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- * 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.
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- *
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- * @returns
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- */
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- eagleEyeCanFocusOnTrack(): any;
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- /**
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- * @param range
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- */
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- eagleEyeSetRange(range: number): void;
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- /**
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- * *SET_SPECIAL_ABILITY**
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- *
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- * @param p1
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- */
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- N_0x4D1699543B1C023C(p1: number): void;
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- /**
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- * Drains Deadeye by given amount.
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- *
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- * @param amount
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- * @param p2
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- */
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- specialAbilityDrainByAmount(amount: number, p2: any): void;
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- /**
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- * @param weaponGroup
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- * @param toggle
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- */
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- setWeaponGroupAsInstantKill(weaponGroup: string | number, toggle: boolean): void;
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- /**
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- * Returns false if PromptType is enabled
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- * Params: See 0x0751D461F06E41CE
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- *
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- * @param promptType
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- * @param promptMode
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- * @returns
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- */
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- getUiPromptIsDisabled(promptType: number, promptMode: number): any;
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- /**
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- * @param toggle
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- */
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- set LockonToFriendlyPlayers(toggle: boolean);
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- /**
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- * Activates the Surrender prompt for the specified player in the current frame.
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- *
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- * @param targetPed
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- * @param promptOrder
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- * @param p3
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- */
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- setCooperatePromptThisFrame(targetPed: Ped, promptOrder: number, p3: boolean): void;
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- /**
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- * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePlayerResetFlags
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- * https://github.com/femga/rdr3_discoveries/tree/master/AI/PLAYER_RESET_FLAGS
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- *
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- * @param playerResetFlag
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- * @param p2
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- */
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- setResetFlag(playerResetFlag: number, p2: boolean): void;
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- /**
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- * @returns
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- */
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- get WantedLevel(): number;
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- /**
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- * @param closeRangeLowerBound
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- * @param closeRangeUpperBound
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- */
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- setDamageCloseDistanceBonus(closeRangeLowerBound: number, closeRangeUpperBound: number): void;
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- /**
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- * @param multiplier
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- */
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- set SneakingNoiseMultiplier(multiplier: number);
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- /**
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- * Sets the player's team.
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- *
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- * @param team
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- * @param bRestrictToThisScript
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- */
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- setTeam(team: number, bRestrictToThisScript: boolean): void;
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- /**
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- * Checks if the player's Deadeye ability is enabled.
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- *
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- * @returns
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- */
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- get IsSpecialAbilityEnabled(): any;
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11
  /**
280
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  * @param p2
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  * @param p3
@@ -303,92 +35,18 @@ export declare class Player implements IHandle {
303
35
  *
304
36
  * @param canPickup
305
37
  */
306
- set CanPickupHat(canPickup: boolean);
307
- /**
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
314
- *
315
- * @param auraColorHash
316
- */
317
- set DeadEyeAuraByHash(auraColorHash: string | number);
318
- /**
319
- * @param horse
320
- * @returns
321
- */
322
- setPedAsTempHorse(horse: Ped): any;
323
- /**
324
- * Restores Deadeye by given amount.
325
- * Params: p2, p3, p4 = 0, 0, 1 in R* Scripts
326
- *
327
- * @param amount
328
- * @param p2
329
- * @param p3
330
- * @param p4
331
- */
332
- specialAbilityRestoreByAmount(amount: number, p2: number, p3: number, p4: number): void;
333
- /**
334
- * Only used in R* SP Script short_update
335
- *
336
- * @param delay
337
- */
338
- set DeadeyeAbilityDepletionDelay(delay: number);
339
- /**
340
- * Swim speed multiplier.
341
- * Multiplier goes up to 1.49f
342
- *
343
- * @param multiplier
344
- */
345
- set SwimMultiplierForPlayer(multiplier: number);
346
- /**
347
- * @returns
348
- */
349
- get IsDead(): boolean;
350
- /**
351
- * @param ped
352
- * @param p2
353
- */
354
- N_0x310CE349E0C0EC4B(ped: Ped, p2: number): void;
355
- /**
356
- * Clears all Eagle Eye trails that were registered for entities associated with the specified player.
357
- */
358
- eagleEyeClearRegisteredTrails(): void;
359
- /**
360
- * @param enable
361
- */
362
- enableCustomDeadeyeAbility(enable: boolean): void;
363
- /**
364
- * Returns the player's invincibility status.
365
- *
366
- * @returns
367
- */
368
- get Invincible(): boolean;
369
- resetArrestState(): void;
370
- /**
371
- * Toggle handles wether Deadeye and Eagleeye are infinite or not.
372
- *
373
- * @param toggle
374
- */
375
- modifyInfiniteTrailVision(toggle: boolean): void;
376
- /**
377
- * Simply sets you as invincible (Health will not deplete).
378
- *
379
- * @param toggle
380
- */
381
- set Invincible(toggle: boolean);
382
- /**
383
- * Returns whether the player can control himself.
384
- *
385
- * @returns
386
- */
387
- get IsControlOn(): boolean;
38
+ set CanPickupHat(canPickup: boolean);
388
39
  /**
389
- * @param vehicle
40
+ * 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
41
+ * some colors
42
+ * 0: Default aura
43
+ * 1014693585
44
+ * 1936842089
45
+ * 1979474018
46
+ *
47
+ * @param auraColorHash
390
48
  */
391
- set MayOnlyEnterThisVehicle(vehicle: Vehicle);
49
+ set DeadEyeAuraByHash(auraColorHash: string | number);
392
50
  /**
393
51
  * @param disabled
394
52
  */
@@ -675,636 +333,978 @@ export declare class Player implements IHandle {
675
333
  */
676
334
  eagleEyeGetTrackedPedId(): any;
677
335
  /**
678
- * @returns Returns the player name, or if the player doesn't exist, it returns "**Invalid**"
336
+ * @returns Returns the player name, or if the player doesn't exist, it returns "**Invalid**"
337
+ */
338
+ get Name(): string | null;
339
+ /**
340
+ * Seems to work similar to 0xD2CB0FB0FDCB473D
341
+ *
342
+ * @param horse
343
+ */
344
+ set PedActiveHorse(horse: Ped);
345
+ /**
346
+ * Name could potentially be inaccurate.
347
+ * Used in Script Function HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = true)
348
+ * _SET_PLAYER_L* - _SET_PLAYER_M*
349
+ *
350
+ * @param active
351
+ */
352
+ set MountStateActive(active: boolean);
353
+ /**
354
+ * _IS_PLAYER_I* - _IS_PLAYER_P*
355
+ *
356
+ * @returns p1
357
+ */
358
+ N_0xB331D8A73F9D2BDF(): [boolean, number];
359
+ /**
360
+ * Inhibits the player from using any method of combat including melee and firearms. NOTE: Only disables the firing for one frame
361
+ *
362
+ * @param toggle
363
+ */
364
+ disableFiring(toggle: boolean): void;
365
+ specialAbilitySetEagleEyeDisabled(): void;
366
+ /**
367
+ * Sets the sit prompt for a specific player using a predefined text entry. use game strings like PLAYER_SIT or use custom with
368
+ * AddTextEntry("sit_custom", "Take a seat")
369
+ * this native must be invoked
370
+ * https://imgur.com/gallery/0x988c9045531b9fce-9bTHgkv
371
+ *
372
+ * @param label
373
+ */
374
+ set SitPromptText(label: string | null);
375
+ updateWantedPositionThisFrame(): void;
376
+ /**
377
+ * @param entity
378
+ */
379
+ unregisterEagleEyeForEntity(entity: Entity): void;
380
+ /**
381
+ * @param farRangeLowerBound
382
+ * @param farRangeUpperBound
383
+ */
384
+ setDamageFarDistanceBonus(farRangeLowerBound: number, farRangeUpperBound: number): void;
385
+ /**
386
+ * Sets the melee combat prompt for a specific player using a predefined text entry. use game string or
387
+ * AddTextEntry("custom_text", "Throw a punch") and use custom_text in the native
388
+ *
389
+ * @param label
390
+ */
391
+ set MeleePromptText(label: string | null);
392
+ /**
393
+ * Used in script function INIT_DEADEYE_SLOWDOWN
394
+ *
395
+ * @param p1
396
+ */
397
+ N_0x570A13A4CA2799BB(p1: boolean): void;
398
+ /**
399
+ * @param activationCost
400
+ * @param p2
401
+ */
402
+ setSpecialAbilityActivationCost(activationCost: number, p2: number): void;
403
+ /**
404
+ * Used for setting up eagle eye for entity
405
+ * Params: p2 = re-register or not?
406
+ *
407
+ * @param entity
408
+ * @param p2
409
+ */
410
+ registerEagleEyeForEntity(entity: Entity, p2: boolean): void;
411
+ /**
412
+ * @param p1
413
+ */
414
+ N_0x22B3CABEDDB538B2(p1: number): void;
415
+ /**
416
+ * @param modifier
417
+ */
418
+ set ExplosiveWeaponDamageModifier(modifier: number);
419
+ /**
420
+ * 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
421
+ *
422
+ * @returns
423
+ */
424
+ get IsMountOnRoad(): any;
425
+ /**
426
+ * @param entity
427
+ * @returns
428
+ */
429
+ isEagleEyeRegisteredForEntity(entity: Entity): any;
430
+ /**
431
+ * Max level is 5.
432
+ *
433
+ * @param level
434
+ */
435
+ set DeadeyeAbilityLevel(level: number);
436
+ /**
437
+ * 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.
438
+ *
439
+ * @param enable
440
+ */
441
+ set PickupPromptVisible(enable: boolean);
442
+ /**
443
+ * @param mount
444
+ */
445
+ set PedAsSaddleHorseForPlayer(mount: Ped);
446
+ /**
447
+ * @returns
448
+ */
449
+ get ActiveHorseForPlayer(): Ped | null;
450
+ /**
451
+ * @param entity
452
+ * @param p2
453
+ */
454
+ unregisterEagleEyeTrailsForEntity(entity: Entity, p2: any): void;
455
+ /**
456
+ * Resetter for 0x4DBC4873707E8FD6, sets x, y, z to 1.0
457
+ */
458
+ N_0xCEDC16930526F728(): void;
459
+ /**
460
+ * @param ped
461
+ * @param p2
462
+ */
463
+ N_0xDD33A82352C4652F(ped: Ped, p2: number): void;
464
+ /**
465
+ * _RESET_PLAYER_A* - _RESET_PLAYER_I*
466
+ */
467
+ N_0x1F488807BC8E0630(): void;
468
+ /**
469
+ * @param p1
470
+ */
471
+ N_0x4EC8BE63B8A5D4EF(p1: number): void;
472
+ /**
473
+ * @returns
474
+ */
475
+ canStartMission(): boolean;
476
+ /**
477
+ * Adds an interactive focus mode preset between a player and a specific set of coordinates with a target entity.
478
+ * To access all available presets, refer to the file located at:update_1.rpf.common.data.interactive_focus_mode_presets.meta
479
+ *
480
+ * @param preset
481
+ * @param pos
482
+ * @param targetEntity
483
+ * @param name
484
+ * @returns p1
485
+ */
486
+ addAmbientInteractiveFocusPresetAtCoords(preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): Vector3;
487
+ /**
488
+ * @returns
489
+ */
490
+ get StaminaRechargeMultiplier(): number;
491
+ /**
492
+ * Returns the depletion delay value for the Deadeye ability that was previously set using `SetDeadeyeAbilityDepletionDelay - 0x870634493CB4372C`
493
+ *
494
+ * @returns
495
+ */
496
+ get DeadeyeAbilityDepletionDelay(): any;
497
+ /**
498
+ * @returns
499
+ */
500
+ get IsReadyForCutscene(): boolean;
501
+ /**
502
+ * @param p1
503
+ */
504
+ N_0x216BC0D3D2E413D2(p1: any): void;
505
+ /**
506
+ * nullsub, doesn't do anything
507
+ *
508
+ * @param wantedLevel
509
+ * @param disableNoMission
510
+ */
511
+ setWantedLevel(wantedLevel: number, disableNoMission: boolean): void;
512
+ /**
513
+ * false: default eagleeye color
514
+ * true: green eagleeye color
515
+ *
516
+ * @param p1
517
+ * @returns p2
518
+ */
519
+ eagleEyeSetColor(p1: boolean): number;
520
+ /**
521
+ * *SET_PLAYER_DAMAGE** - *SET_PLAYER_DEFENSE**
522
+ *
523
+ * @param p1
524
+ */
525
+ N_0x818241B3EDA84191(p1: boolean): void;
526
+ /**
527
+ * @returns
528
+ */
529
+ get Ped(): Ped | null;
530
+ /**
531
+ * 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).
532
+ *
533
+ * @param toggle
534
+ */
535
+ set AllRandomPedsFlee(toggle: boolean);
536
+ /**
537
+ * @param p1
538
+ * @param discoveryHash
539
+ */
540
+ setHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): void;
541
+ /**
542
+ * @returns entity
543
+ */
544
+ get EntityIsFreeAimingAt(): [boolean, Entity | null];
545
+ /**
546
+ * @returns
547
+ */
548
+ get TempHorse(): Ped | null;
549
+ /**
550
+ * 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
551
+ * duration is in miliseconds
552
+ *
553
+ * @param duration
554
+ * @returns
555
+ */
556
+ hasDamagedAnyPedRecently(duration: number): boolean;
557
+ /**
558
+ * @returns entity
559
+ */
560
+ get TargetEntity(): [boolean, Entity | null];
561
+ /**
562
+ * @returns Returns true if the ped has a ped, and the ped is alive and not arrested.
563
+ */
564
+ get IsPlaying(): boolean;
565
+ /**
566
+ * @returns
567
+ */
568
+ get SaddleHorseForPlayer(): Ped | null;
569
+ /**
570
+ * Affects the range of auto aim target.
571
+ *
572
+ * @param range
573
+ */
574
+ set LockonRangeOverride(range: number);
575
+ /**
576
+ * @returns
577
+ */
578
+ get HuntingWagon(): Vehicle | null;
579
+ /**
580
+ * @param modifier
679
581
  */
680
- get Name(): string | null;
582
+ set TrampleDamageModifier(modifier: number);
681
583
  /**
682
- * Seems to work similar to 0xD2CB0FB0FDCB473D
584
+ * Checks if player is focused on any entity
683
585
  *
684
- * @param horse
586
+ * @returns
685
587
  */
686
- set PedActiveHorse(horse: Ped);
588
+ get IsFreeFocusing(): any;
687
589
  /**
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*
590
+ * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eSetPlayerControlFlags
691
591
  *
692
- * @param active
592
+ * @param toggle
593
+ * @param flags
594
+ * @param bPreventHeadingChange
693
595
  */
694
- set MountStateActive(active: boolean);
596
+ setControl(toggle: boolean, flags: number, bPreventHeadingChange: boolean): void;
695
597
  /**
696
- * _IS_PLAYER_I* - _IS_PLAYER_P*
598
+ * Returns true if eagle eye is enabled for the player
697
599
  *
698
- * @returns p1
600
+ * @returns
699
601
  */
700
- N_0xB331D8A73F9D2BDF(): [boolean, number];
602
+ get IsSecondarySpecialAbilityEnabled(): boolean;
701
603
  /**
702
- * Inhibits the player from using any method of combat including melee and firearms. NOTE: Only disables the firing for one frame
703
- *
704
- * @param toggle
604
+ * @param multiplier
705
605
  */
706
- disableFiring(toggle: boolean): void;
707
- specialAbilitySetEagleEyeDisabled(): void;
606
+ set NoiseMultiplier(multiplier: number);
708
607
  /**
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
608
+ * Gets a value indicating whether the specified player is currently aiming freely.
713
609
  *
714
- * @param label
610
+ * @returns
715
611
  */
716
- set SitPromptText(label: string | null);
717
- updateWantedPositionThisFrame(): void;
612
+ get IsFreeAiming(): boolean;
718
613
  /**
719
- * @param entity
614
+ * @param showingInfoCard
720
615
  */
721
- unregisterEagleEyeForEntity(entity: Entity): void;
616
+ set ShowInfoCard(showingInfoCard: boolean);
722
617
  /**
723
- * @param farRangeLowerBound
724
- * @param farRangeUpperBound
618
+ * @param regenRate
725
619
  */
726
- setDamageFarDistanceBonus(farRangeLowerBound: number, farRangeUpperBound: number): void;
620
+ set HealthRechargeMultiplier(regenRate: number);
727
621
  /**
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
622
+ * damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP
730
623
  *
731
- * @param label
624
+ * @param damageInfo
732
625
  */
733
- set MeleePromptText(label: string | null);
626
+ set DamageInfoOverride(damageInfo: string | null);
734
627
  /**
735
- * Used in script function INIT_DEADEYE_SLOWDOWN
628
+ * Sets whether this player can be hassled by gangs.
736
629
  *
737
- * @param p1
630
+ * @param toggle
738
631
  */
739
- N_0x570A13A4CA2799BB(p1: boolean): void;
632
+ set CanBeHassledByGangs(toggle: boolean);
740
633
  /**
741
- * @param activationCost
742
- * @param p2
634
+ * 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.
635
+ *
636
+ * @param bitflag
743
637
  */
744
- setSpecialAbilityActivationCost(activationCost: number, p2: number): void;
638
+ clearDeadeyeAuraIntensityWithFlag(bitflag: number): void;
745
639
  /**
746
- * Used for setting up eagle eye for entity
747
- * Params: p2 = re-register or not?
640
+ * Decreases Stamina bar drain speed by % when drawing a bow.
748
641
  *
749
- * @param entity
750
- * @param p2
642
+ * @param staminaDrain
751
643
  */
752
- registerEagleEyeForEntity(entity: Entity, p2: boolean): void;
644
+ set BowStaminaDrainSpeed(staminaDrain: number);
645
+ setAllRandomPedsFleeThisFrame(): void;
753
646
  /**
754
- * @param p1
647
+ * Unsure what it does, sets a Vector on the CPlayerInfo but it doesn't? look like its used anywhere
648
+ *
649
+ * @param pos
755
650
  */
756
- N_0x22B3CABEDDB538B2(p1: number): void;
651
+ N_0x4DBC4873707E8FD6(pos: Vector3): void;
757
652
  /**
758
- * @param modifier
653
+ * _SET_PLAYER_A* - _SET_PLAYER_C*
654
+ *
655
+ * @param damage
759
656
  */
760
- set ExplosiveWeaponDamageModifier(modifier: number);
657
+ set LassoDamagePerSecond(damage: number);
761
658
  /**
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
659
+ * 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.
763
660
  *
661
+ * @param atArresting
764
662
  * @returns
765
663
  */
766
- get IsMountOnRoad(): any;
664
+ isBeingArrested(atArresting: boolean): boolean;
767
665
  /**
666
+ * Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
667
+ *
768
668
  * @param entity
769
669
  * @returns
770
670
  */
771
- isEagleEyeRegisteredForEntity(entity: Entity): any;
671
+ isFreeAimingAtEntity(entity: Entity): boolean;
772
672
  /**
773
- * Max level is 5.
774
- *
775
- * @param level
673
+ * @param farDamageBonus
776
674
  */
777
- set DeadeyeAbilityLevel(level: number);
675
+ set DamageFarDistanceBonusTotal(farDamageBonus: number);
676
+ setMayNotEnterAnyVehicle(): void;
778
677
  /**
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
678
+ * @returns
782
679
  */
783
- set PickupPromptVisible(enable: boolean);
680
+ get Health(): number;
681
+ resetWantedLevelDifficulty(): void;
784
682
  /**
785
- * @param mount
683
+ * @param linkedWaypointPed
786
684
  */
787
- set PedAsSaddleHorseForPlayer(mount: Ped);
685
+ eagleEyeSetFocusOnAssociatedClueTrail(linkedWaypointPed: Entity): void;
788
686
  /**
789
687
  * @returns
790
688
  */
791
- get ActiveHorseForPlayer(): Ped | null;
689
+ get NumMarkedDeadeyeTargets(): number;
792
690
  /**
793
- * @param entity
794
- * @param p2
691
+ * @param weaponHash Refer to [enum: eWeaponHash]
692
+ * @returns
795
693
  */
796
- unregisterEagleEyeTrailsForEntity(entity: Entity, p2: any): void;
694
+ getWeaponDamage(weaponHash: eWeaponHash): number;
797
695
  /**
798
- * Resetter for 0x4DBC4873707E8FD6, sets x, y, z to 1.0
696
+ * Sets the behavior of sprinting while the Eagleeye feature is active, determining whether sprinting cancels the effect based on the specified parameter.
697
+ * old name was _EAGLE_EYE_SET_PLUS_FLAG_DISABLED this native can still be used as its declared.
698
+ *
699
+ * @param disabled
799
700
  */
800
- N_0xCEDC16930526F728(): void;
701
+ eagleeyeSetSprintBehavior(disabled: boolean): void;
801
702
  /**
802
- * @param ped
803
- * @param p2
703
+ * @param speech
804
704
  */
805
- N_0xDD33A82352C4652F(ped: Ped, p2: number): void;
705
+ set InteractionNegativeResponse(speech: string | null);
806
706
  /**
807
- * _RESET_PLAYER_A* - _RESET_PLAYER_I*
707
+ * Params: p1, p2, p3, p4 = 1.f, 0, 0, 0 in R* Scripts
708
+ * _SPECIAL_ABILITY*
709
+ *
710
+ * @param p1
711
+ * @param p2
712
+ * @param p3
713
+ * @param p4
808
714
  */
809
- N_0x1F488807BC8E0630(): void;
715
+ N_0xFA437FA0738C370C(p1: number, p2: number, p3: number, p4: number): void;
810
716
  /**
811
- * @param p1
717
+ * @param toggle
812
718
  */
813
- N_0x4EC8BE63B8A5D4EF(p1: number): void;
719
+ set SimulateAiming(toggle: boolean);
814
720
  /**
815
721
  * @returns
816
722
  */
817
- canStartMission(): boolean;
723
+ get AiDefenseModifierAgainstAi(): number;
818
724
  /**
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
725
+ * Setting player's Health recharge time to zero forces immediate health regen
821
726
  *
822
- * @param preset
823
- * @param pos
824
- * @param targetEntity
825
- * @param name
826
- * @returns p1
727
+ * @param modifier
827
728
  */
828
- addAmbientInteractiveFocusPresetAtCoords(preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): Vector3;
729
+ set HealthRechargeTimeModifier(modifier: number);
829
730
  /**
731
+ * Returns true if the given player has a valid ped.
732
+ *
830
733
  * @returns
831
734
  */
832
- get StaminaRechargeMultiplier(): number;
735
+ networkHasValidPed(): any;
736
+ /**
737
+ * @param accuracy
738
+ */
739
+ set RemoteAccuracyFloorModifier(accuracy: number);
740
+ /**
741
+ * @param weapon
742
+ * @param speed
743
+ */
744
+ setWeaponDrawSpeed(weapon: string | number, speed: number): void;
833
745
  /**
834
- * Returns the depletion delay value for the Deadeye ability that was previously set using `SetDeadeyeAbilityDepletionDelay - 0x870634493CB4372C`
835
- *
836
746
  * @returns
837
747
  */
838
- get DeadeyeAbilityDepletionDelay(): any;
748
+ get StaminaDepletionMultiplier(): number;
839
749
  /**
840
750
  * @returns
841
751
  */
842
- get IsReadyForCutscene(): boolean;
752
+ get CurrentStealthNoise(): number;
843
753
  /**
844
- * @param p1
754
+ * @param ped
755
+ * @returns
845
756
  */
846
- N_0x216BC0D3D2E413D2(p1: any): void;
757
+ isFollowingTarget(ped: Ped): any;
847
758
  /**
848
- * nullsub, doesn't do anything
759
+ * mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedMood
849
760
  *
850
- * @param wantedLevel
851
- * @param disableNoMission
761
+ * @param mood Refer to [enum: ePedMood]
852
762
  */
853
- setWantedLevel(wantedLevel: number, disableNoMission: boolean): void;
763
+ set Mood(mood: number);
854
764
  /**
855
- * false: default eagleeye color
856
- * true: green eagleeye color
765
+ * Params: See 0x0751D461F06E41CE
857
766
  *
858
- * @param p1
859
- * @returns p2
767
+ * @param ped
768
+ * @param promptType
769
+ * @param promptMode
770
+ * @param enabled
860
771
  */
861
- eagleEyeSetColor(p1: boolean): number;
772
+ modifyUiPromptForPed(ped: Ped, promptType: number, promptMode: number, enabled: boolean): void;
862
773
  /**
863
- * *SET_PLAYER_DAMAGE** - *SET_PLAYER_DEFENSE**
774
+ * Used in script function INIT_DEADEYE_SLOWDOWN
864
775
  *
865
776
  * @param p1
866
777
  */
867
- N_0x818241B3EDA84191(p1: boolean): void;
778
+ N_0x3ACAC8832E77BC93(p1: boolean): void;
868
779
  /**
869
- * @returns
780
+ * Disables the players ability to be wanted by lawmen
781
+ *
782
+ * @param disable
870
783
  */
871
- get Ped(): Ped | null;
784
+ set DisableWantedLevel(disable: boolean);
872
785
  /**
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).
786
+ * Disables the previously set interactive focus mode preset for a given player. see `_SET_PLAYER_INTERACTIVE_FOCUS_PRESET - 0x3C1B1807C7A415D6`
874
787
  *
875
- * @param toggle
788
+ * @param name
876
789
  */
877
- set AllRandomPedsFlee(toggle: boolean);
790
+ disableInteractiveFocusPreset(name: string | null): void;
878
791
  /**
879
792
  * @param p1
880
- * @param discoveryHash
881
793
  */
882
- setHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): void;
794
+ set ManageBuffSuperJump(p1: number);
883
795
  /**
884
- * @returns entity
796
+ * @param multiplier
885
797
  */
886
- get EntityIsFreeAimingAt(): [boolean, Entity | null];
798
+ set SpecialAbilityMultiplier(multiplier: number);
887
799
  /**
800
+ * @param accuracy
801
+ */
802
+ set LocalAccuracyFloorModifier(accuracy: number);
803
+ /**
804
+ * @param wantedLevel
888
805
  * @returns
889
806
  */
890
- get TempHorse(): Ped | null;
807
+ isWantedLevelGreater(wantedLevel: number): boolean;
891
808
  /**
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
809
+ * SPECIAL_ABILITY_NONE = -1,
810
+ * SPECIAL_ABILITY_CAR_SLOWDOWN,
811
+ * SPECIAL_ABILITY_RAGE,
812
+ * SPECIAL_ABILITY_BULLET_TIME,
813
+ * SPECIAL_ABILITY_SNAPSHOT,
814
+ * SPECIAL_ABILITY_INSULT,
815
+ * SPECIAL_ABILITY_DEADEYE,
816
+ * SPECIAL_ABILITY_REVIVE
894
817
  *
895
- * @param duration
896
- * @returns
818
+ * @param type
819
+ */
820
+ set SpecialAbilityType(type: number);
821
+ /**
822
+ * @param toggle
897
823
  */
898
- hasDamagedAnyPedRecently(duration: number): boolean;
824
+ set EveryoneIgnorePlayer(toggle: boolean);
899
825
  /**
900
- * @returns entity
826
+ * Sets whether this player can take cover.
827
+ *
828
+ * @param toggle
901
829
  */
902
- get TargetEntity(): [boolean, Entity | null];
830
+ set CanUseCover(toggle: boolean);
903
831
  /**
904
- * @returns Returns true if the ped has a ped, and the ped is alive and not arrested.
832
+ * @param ped
905
833
  */
906
- get IsPlaying(): boolean;
834
+ removeAsFollowTarget(ped: Ped): void;
907
835
  /**
908
- * @returns
836
+ * @param weaponGroup
837
+ * @param modifier
909
838
  */
910
- get SaddleHorseForPlayer(): Ped | null;
839
+ setWeaponGroupDamageModifier(weaponGroup: string | number, modifier: number): void;
911
840
  /**
912
- * Affects the range of auto aim target.
913
- *
914
- * @param range
841
+ * @param ped
842
+ * @param p2
915
843
  */
916
- set LockonRangeOverride(range: number);
844
+ N_0x84481018E668E1B8(ped: Ped, p2: any): void;
917
845
  /**
918
- * @returns
846
+ * @param entity
847
+ * @param p2
919
848
  */
920
- get HuntingWagon(): Vehicle | null;
849
+ registerEagleEyeTrailsForEntity(entity: Entity, p2: any): void;
921
850
  /**
922
- * @param modifier
851
+ * @param filter
923
852
  */
924
- set TrampleDamageModifier(modifier: number);
853
+ set DeadeyeTaggingConfig(filter: number);
925
854
  /**
926
- * Checks if player is focused on any entity
855
+ * (Un)lock Eagle Eye functionality
927
856
  *
928
- * @returns
857
+ * @param enable
929
858
  */
930
- get IsFreeFocusing(): any;
859
+ enableEagleeye(enable: boolean): void;
931
860
  /**
932
- * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eSetPlayerControlFlags
861
+ * Only used in R* SP Script short_update
862
+ * Restores Deadeye Outer Ring
933
863
  *
934
- * @param toggle
935
- * @param flags
936
- * @param bPreventHeadingChange
864
+ * @param amount
937
865
  */
938
- setControl(toggle: boolean, flags: number, bPreventHeadingChange: boolean): void;
866
+ specialAbilityRestoreOuterRing(amount: number): void;
939
867
  /**
940
- * Returns true if eagle eye is enabled for the player
941
- *
942
868
  * @returns
943
869
  */
944
- get IsSecondarySpecialAbilityEnabled(): boolean;
870
+ get IsSpecialAbilityActive(): any;
871
+ reportPoliceSpottedPlayer(): void;
945
872
  /**
946
- * @param multiplier
873
+ * @param p1
874
+ * @param p2
875
+ * @returns
947
876
  */
948
- set NoiseMultiplier(multiplier: number);
877
+ getReceivedBattleEventRecently(p1: number, p2: boolean): boolean;
949
878
  /**
950
- * Gets a value indicating whether the specified player is currently aiming freely.
951
- *
952
879
  * @returns
953
880
  */
954
- get IsFreeAiming(): boolean;
881
+ get SpecialAbilityMultiplier(): number;
955
882
  /**
956
- * @param showingInfoCard
883
+ * 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.
884
+ *
885
+ * @param weapon
886
+ * @param attachSlotId
957
887
  */
958
- set ShowInfoCard(showingInfoCard: boolean);
888
+ setAimWeapon(weapon: string | number, attachSlotId: number): void;
959
889
  /**
960
- * @param regenRate
890
+ * @param pos
891
+ * @param heading
892
+ * @param p5
893
+ * @param p6
894
+ * @param p7
895
+ * @param p8
961
896
  */
962
- set HealthRechargeMultiplier(regenRate: number);
897
+ startTeleport(pos: Vector3, heading: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
963
898
  /**
964
- * damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP
899
+ * _IS_PLAYER_A* - _IS_PLAYER_BE*
965
900
  *
966
- * @param damageInfo
901
+ * @param ped
902
+ * @returns
967
903
  */
968
- set DamageInfoOverride(damageInfo: string | null);
904
+ N_0xE7F8707269544B29(ped: Ped): boolean;
969
905
  /**
970
- * Sets whether this player can be hassled by gangs.
971
- *
972
- * @param toggle
906
+ * @returns
973
907
  */
974
- set CanBeHassledByGangs(toggle: boolean);
908
+ get IsScriptControlOn(): boolean;
975
909
  /**
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
910
+ * @returns
979
911
  */
980
- clearDeadeyeAuraIntensityWithFlag(bitflag: number): void;
912
+ get IsSecondarySpecialAbilityActive(): any;
913
+ N_0xC900A465364A85D6(): void;
981
914
  /**
982
- * Decreases Stamina bar drain speed by % when drawing a bow.
915
+ * Returns the group ID the player is member of.
983
916
  *
984
- * @param staminaDrain
917
+ * @returns
985
918
  */
986
- set BowStaminaDrainSpeed(staminaDrain: number);
987
- setAllRandomPedsFleeThisFrame(): void;
919
+ get Group(): number;
988
920
  /**
989
- * Unsure what it does, sets a Vector on the CPlayerInfo but it doesn't? look like its used anywhere
921
+ * Sets stamina core drains peed using ranged damage scale and melee damage scale
990
922
  *
991
- * @param pos
923
+ * @param weaponDefenseMod
924
+ * @param meleeDefenseMod
992
925
  */
993
- N_0x4DBC4873707E8FD6(pos: Vector3): void;
926
+ setDefenseModifier(weaponDefenseMod: number, meleeDefenseMod: number): void;
994
927
  /**
995
- * _SET_PLAYER_A* - _SET_PLAYER_C*
928
+ * This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.
996
929
  *
997
- * @param damage
930
+ * @param modifier
998
931
  */
999
- set LassoDamagePerSecond(damage: number);
932
+ set WeaponDamageModifier(modifier: number);
1000
933
  /**
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.
934
+ * durationCost: per second
1002
935
  *
1003
- * @param atArresting
1004
- * @returns
936
+ * @param durationCost
1005
937
  */
1006
- isBeingArrested(atArresting: boolean): boolean;
938
+ set SpecialAbilityDurationCost(durationCost: number);
1007
939
  /**
1008
- * Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
1009
- *
1010
- * @param entity
1011
940
  * @returns
1012
941
  */
1013
- isFreeAimingAtEntity(entity: Entity): boolean;
942
+ get IsTargettingAnything(): boolean;
1014
943
  /**
1015
- * @param farDamageBonus
944
+ * @param modifier
1016
945
  */
1017
- set DamageFarDistanceBonusTotal(farDamageBonus: number);
1018
- setMayNotEnterAnyVehicle(): void;
946
+ eagleEyeSetDrainRateModifier(modifier: number): void;
1019
947
  /**
1020
948
  * @returns
1021
949
  */
1022
- get Health(): number;
1023
- resetWantedLevelDifficulty(): void;
950
+ get DeadEye(): number;
1024
951
  /**
1025
- * @param linkedWaypointPed
952
+ * @returns
1026
953
  */
1027
- eagleEyeSetFocusOnAssociatedClueTrail(linkedWaypointPed: Entity): void;
954
+ get IsInScope(): any;
1028
955
  /**
1029
- * @returns
956
+ * SET_PLAYER_S/T*
957
+ *
958
+ * @param toggle
1030
959
  */
1031
- get NumMarkedDeadeyeTargets(): number;
960
+ N_0x8591EE69CC3ED257(toggle: boolean): void;
1032
961
  /**
1033
- * @param weaponHash Refer to [enum: eWeaponHash]
962
+ * @param speedBoost
963
+ * @param duration
964
+ */
965
+ boostHorseSpeedForTime(speedBoost: number, duration: number): void;
966
+ /**
967
+ * Returns true if the player is riding a train.
968
+ *
1034
969
  * @returns
1035
970
  */
1036
- getWeaponDamage(weaponHash: eWeaponHash): number;
971
+ get IsRidingTrain(): boolean;
1037
972
  /**
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.
973
+ * Sets whether all trails are hidden during Eagle Eye mode.
1040
974
  *
1041
- * @param disabled
975
+ * @param hide
1042
976
  */
1043
- eagleeyeSetSprintBehavior(disabled: boolean): void;
977
+ eagleEyeSetHideAllTrails(hide: boolean): void;
1044
978
  /**
1045
- * @param speech
979
+ * _IS_PLAYER_S* - _IS_PLAYER_T*
980
+ *
981
+ * @returns
1046
982
  */
1047
- set InteractionNegativeResponse(speech: string | null);
983
+ N_0x621D1B289CAF5978(): boolean;
1048
984
  /**
1049
- * Params: p1, p2, p3, p4 = 1.f, 0, 0, 0 in R* Scripts
1050
- * _SPECIAL_ABILITY*
985
+ * Decreases the damage the player receives while on horseback
986
+ * Previous name: _SET_RECEIVED_HORSEBACK_DAMAGE_DECREASE
1051
987
  *
1052
- * @param p1
1053
- * @param p2
1054
- * @param p3
1055
- * @param p4
988
+ * @param damageDecrease
1056
989
  */
1057
- N_0xFA437FA0738C370C(p1: number, p2: number, p3: number, p4: number): void;
990
+ set ReceivedDamageTakenOnHorsebackModifier(damageDecrease: number);
1058
991
  /**
1059
992
  * @param toggle
1060
993
  */
1061
- set SimulateAiming(toggle: boolean);
994
+ set CanMercyKill(toggle: boolean);
1062
995
  /**
996
+ * @param p1
997
+ * @param discoveryHash
1063
998
  * @returns
1064
999
  */
1065
- get AiDefenseModifierAgainstAi(): number;
1000
+ getHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): any;
1066
1001
  /**
1067
- * Setting player's Health recharge time to zero forces immediate health regen
1068
- *
1069
- * @param modifier
1002
+ * @param speech
1070
1003
  */
1071
- set HealthRechargeTimeModifier(modifier: number);
1004
+ set InteractionPositiveResponse(speech: string | null);
1072
1005
  /**
1073
- * Returns true if the given player has a valid ped.
1006
+ * This can be between 1.0f - 50.0f
1074
1007
  *
1075
- * @returns
1008
+ * @param multiplier
1076
1009
  */
1077
- networkHasValidPed(): any;
1010
+ set AirDragMultiplierForPlayersVehicle(multiplier: number);
1078
1011
  /**
1079
- * @param accuracy
1012
+ * Only applies to HUNTERCART01
1013
+ *
1014
+ * @param wagon
1080
1015
  */
1081
- set RemoteAccuracyFloorModifier(accuracy: number);
1016
+ set HuntingWagon(wagon: Vehicle);
1082
1017
  /**
1083
- * @param weapon
1084
- * @param speed
1018
+ * 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.
1019
+ *
1020
+ * @param p1
1021
+ * @param p2
1022
+ * @param p3
1023
+ * @param intensity
1024
+ * @param flag
1085
1025
  */
1086
- setWeaponDrawSpeed(weapon: string | number, speed: number): void;
1026
+ setDeadeyeEntityAuraIntensityWithFlag(p1: number, p2: number, p3: number, intensity: number, flag: number): void;
1087
1027
  /**
1028
+ * Returns true if PromptType is enabled for ped (mount)
1029
+ * Params: See 0x0751D461F06E41CE
1030
+ *
1031
+ * @param ped
1032
+ * @param promptType
1033
+ * @param promptMode
1088
1034
  * @returns
1089
1035
  */
1090
- get StaminaDepletionMultiplier(): number;
1036
+ getUiPromptForPedIsEnabled(ped: Ped, promptType: number, promptMode: number): any;
1091
1037
  /**
1092
- * @returns
1038
+ * 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).
1039
+ *
1040
+ * @param flag
1093
1041
  */
1094
- get CurrentStealthNoise(): number;
1042
+ set DeadeyeEntityAuraWithFlag(flag: number);
1095
1043
  /**
1096
- * @param ped
1097
1044
  * @returns
1098
1045
  */
1099
- isFollowingTarget(ped: Ped): any;
1046
+ get MountOwnedByPlayer(): Ped | null;
1100
1047
  /**
1101
- * mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedMood
1102
- *
1103
- * @param mood Refer to [enum: ePedMood]
1048
+ * @param weaponHash Refer to [enum: eWeaponHash]
1049
+ * @param damageModifier
1104
1050
  */
1105
- set Mood(mood: number);
1051
+ setWeaponTypeDamageModifier(weaponHash: eWeaponHash, damageModifier: number): void;
1106
1052
  /**
1107
- * Params: See 0x0751D461F06E41CE
1053
+ * Only used in script function PROCESS_PED_INTERRUPT_DIALOGUE
1054
+ * *GET_PLAYER**
1108
1055
  *
1109
- * @param ped
1110
- * @param promptType
1111
- * @param promptMode
1112
- * @param enabled
1056
+ * @returns ped
1057
+ */
1058
+ N_0x7AE93C45EC14A166(): [boolean, Ped | null];
1059
+ /**
1060
+ * @param speed
1061
+ * @param duration
1062
+ * @param heading
1063
+ * @param p4
1064
+ * @param p5
1113
1065
  */
1114
- modifyUiPromptForPed(ped: Ped, promptType: number, promptMode: number, enabled: boolean): void;
1066
+ simulateInputGait(speed: number, duration: number, heading: number, p4: boolean, p5: boolean): void;
1115
1067
  /**
1116
- * Used in script function INIT_DEADEYE_SLOWDOWN
1117
- *
1118
1068
  * @param p1
1069
+ * @returns
1119
1070
  */
1120
- N_0x3ACAC8832E77BC93(p1: boolean): void;
1071
+ getDeadEyeMeterLevel(p1: boolean): number;
1121
1072
  /**
1122
- * Disables the players ability to be wanted by lawmen
1123
- *
1124
- * @param disable
1073
+ * @param drawReductionTime
1125
1074
  */
1126
- set DisableWantedLevel(disable: boolean);
1075
+ set BowDrawReductionTimeInDeadeye(drawReductionTime: number);
1127
1076
  /**
1128
- * Disables the previously set interactive focus mode preset for a given player. see `_SET_PLAYER_INTERACTIVE_FOCUS_PRESET - 0x3C1B1807C7A415D6`
1077
+ * 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.
1129
1078
  *
1130
- * @param name
1079
+ * @returns
1131
1080
  */
1132
- disableInteractiveFocusPreset(name: string | null): void;
1081
+ eagleEyeCanFocusOnTrack(): any;
1082
+ /**
1083
+ * @param range
1084
+ */
1085
+ eagleEyeSetRange(range: number): void;
1133
1086
  /**
1087
+ * *SET_SPECIAL_ABILITY**
1088
+ *
1134
1089
  * @param p1
1135
1090
  */
1136
- set ManageBuffSuperJump(p1: number);
1091
+ N_0x4D1699543B1C023C(p1: number): void;
1137
1092
  /**
1138
- * @param multiplier
1093
+ * Drains Deadeye by given amount.
1094
+ *
1095
+ * @param amount
1096
+ * @param p2
1139
1097
  */
1140
- set SpecialAbilityMultiplier(multiplier: number);
1098
+ specialAbilityDrainByAmount(amount: number, p2: any): void;
1141
1099
  /**
1142
- * @param accuracy
1100
+ * Sets Player's Defense against AI modifier
1101
+ *
1102
+ * @param modifier
1143
1103
  */
1144
- set LocalAccuracyFloorModifier(accuracy: number);
1104
+ set AiDefenseModifierAgainstAi(modifier: number);
1145
1105
  /**
1146
- * @param wantedLevel
1106
+ * Gets the player's team.
1107
+ * Returns -1 in singleplayer.
1108
+ *
1147
1109
  * @returns
1148
1110
  */
1149
- isWantedLevelGreater(wantedLevel: number): boolean;
1111
+ get Team(): number;
1150
1112
  /**
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
1159
- *
1160
- * @param type
1113
+ * @returns
1161
1114
  */
1162
- set SpecialAbilityType(type: number);
1115
+ get HealthRechargeMultiplier(): number;
1163
1116
  /**
1164
- * @param toggle
1117
+ * Used in script function: NET_AUTO_FOLLOW_UPDATE_LEADER_VALUES
1118
+ * followMode:
1119
+ * HORSEFOLLOWMODE_AUTO = 0,
1120
+ * HORSEFOLLOWMODE_SIDE_ONLY,
1121
+ * HORSEFOLLOWMODE_BEHIND_ONLY,
1122
+ * HORSEFOLLOWMODE_BEHIND_AND_SIDE,
1123
+ * HORSEFOLLOWMODE_BEHIND_CLOSE
1124
+ * followPriority:
1125
+ * HORSEFOLLOWPRIORITY_STEER_ASSIST = 0,
1126
+ * HORSEFOLLOWPRIORITY_AMBIENT,
1127
+ * HORSEFOLLOWPRIORITY_NORMAL,
1128
+ * HORSEFOLLOWPRIORITY_HIGH
1129
+ *
1130
+ * @param ped
1131
+ * @param p2
1132
+ * @param p3
1133
+ * @param followMode
1134
+ * @param followPriority
1135
+ * @param p6
1165
1136
  */
1166
- set EveryoneIgnorePlayer(toggle: boolean);
1137
+ addAsFollowTarget(ped: Ped, p2: number, p3: number, followMode: number, followPriority: number, p6: boolean): void;
1167
1138
  /**
1168
- * Sets whether this player can take cover.
1139
+ * Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names
1169
1140
  *
1170
- * @param toggle
1141
+ * @param promptTextKey
1171
1142
  */
1172
- set CanUseCover(toggle: boolean);
1143
+ set PromptLeaveText(promptTextKey: string | null);
1173
1144
  /**
1145
+ * Retrieves the number of marks placed on a PED when Deadeye mode is active for the specified player.
1146
+ *
1174
1147
  * @param ped
1148
+ * @returns
1175
1149
  */
1176
- removeAsFollowTarget(ped: Ped): void;
1150
+ getNumDeadeyeMarksOnPed(ped: Ped): any;
1177
1151
  /**
1178
- * @param weaponGroup
1179
- * @param modifier
1152
+ * @returns
1180
1153
  */
1181
- setWeaponGroupDamageModifier(weaponGroup: string | number, modifier: number): void;
1154
+ get Ped2(): Ped | null;
1182
1155
  /**
1183
- * @param ped
1184
- * @param p2
1156
+ * @param p1
1157
+ * @returns
1185
1158
  */
1186
- N_0x84481018E668E1B8(ped: Ped, p2: any): void;
1159
+ getIsUiPromptActive(p1: number): any;
1187
1160
  /**
1188
- * @param entity
1189
- * @param p2
1161
+ * @param horse
1162
+ * @returns
1190
1163
  */
1191
- registerEagleEyeTrailsForEntity(entity: Entity, p2: any): void;
1164
+ setPedAsTempHorse(horse: Ped): any;
1192
1165
  /**
1193
- * @param filter
1166
+ * Restores Deadeye by given amount.
1167
+ * Params: p2, p3, p4 = 0, 0, 1 in R* Scripts
1168
+ *
1169
+ * @param amount
1170
+ * @param p2
1171
+ * @param p3
1172
+ * @param p4
1194
1173
  */
1195
- set DeadeyeTaggingConfig(filter: number);
1174
+ specialAbilityRestoreByAmount(amount: number, p2: number, p3: number, p4: number): void;
1196
1175
  /**
1197
- * (Un)lock Eagle Eye functionality
1176
+ * Only used in R* SP Script short_update
1198
1177
  *
1199
- * @param enable
1178
+ * @param delay
1200
1179
  */
1201
- enableEagleeye(enable: boolean): void;
1180
+ set DeadeyeAbilityDepletionDelay(delay: number);
1202
1181
  /**
1203
- * Only used in R* SP Script short_update
1204
- * Restores Deadeye Outer Ring
1182
+ * Swim speed multiplier.
1183
+ * Multiplier goes up to 1.49f
1205
1184
  *
1206
- * @param amount
1185
+ * @param multiplier
1207
1186
  */
1208
- specialAbilityRestoreOuterRing(amount: number): void;
1187
+ set SwimMultiplierForPlayer(multiplier: number);
1209
1188
  /**
1210
1189
  * @returns
1211
1190
  */
1212
- get IsSpecialAbilityActive(): any;
1213
- reportPoliceSpottedPlayer(): void;
1191
+ get IsDead(): boolean;
1214
1192
  /**
1215
- * @param p1
1193
+ * @param ped
1216
1194
  * @param p2
1217
- * @returns
1218
1195
  */
1219
- getReceivedBattleEventRecently(p1: number, p2: boolean): boolean;
1196
+ N_0x310CE349E0C0EC4B(ped: Ped, p2: number): void;
1197
+ /**
1198
+ * Clears all Eagle Eye trails that were registered for entities associated with the specified player.
1199
+ */
1200
+ eagleEyeClearRegisteredTrails(): void;
1201
+ /**
1202
+ * @param enable
1203
+ */
1204
+ enableCustomDeadeyeAbility(enable: boolean): void;
1220
1205
  /**
1206
+ * Returns the player's invincibility status.
1207
+ *
1221
1208
  * @returns
1222
1209
  */
1223
- get SpecialAbilityMultiplier(): number;
1210
+ get Invincible(): boolean;
1211
+ resetArrestState(): void;
1224
1212
  /**
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.
1213
+ * Toggle handles wether Deadeye and Eagleeye are infinite or not.
1226
1214
  *
1227
- * @param weapon
1228
- * @param attachSlotId
1215
+ * @param toggle
1229
1216
  */
1230
- setAimWeapon(weapon: string | number, attachSlotId: number): void;
1217
+ modifyInfiniteTrailVision(toggle: boolean): void;
1231
1218
  /**
1232
- * @param pos
1233
- * @param heading
1234
- * @param p5
1235
- * @param p6
1236
- * @param p7
1237
- * @param p8
1219
+ * Simply sets you as invincible (Health will not deplete).
1220
+ *
1221
+ * @param toggle
1238
1222
  */
1239
- startTeleport(pos: Vector3, heading: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void;
1223
+ set Invincible(toggle: boolean);
1240
1224
  /**
1241
- * _IS_PLAYER_A* - _IS_PLAYER_BE*
1225
+ * Returns whether the player can control himself.
1242
1226
  *
1243
- * @param ped
1244
1227
  * @returns
1245
1228
  */
1246
- N_0xE7F8707269544B29(ped: Ped): boolean;
1229
+ get IsControlOn(): boolean;
1247
1230
  /**
1248
- * @returns
1231
+ * @param vehicle
1249
1232
  */
1250
- get IsScriptControlOn(): boolean;
1233
+ set MayOnlyEnterThisVehicle(vehicle: Vehicle);
1251
1234
  /**
1252
- * @returns
1235
+ * @param weaponGroup
1236
+ * @param toggle
1253
1237
  */
1254
- get IsSecondarySpecialAbilityActive(): any;
1255
- N_0xC900A465364A85D6(): void;
1238
+ setWeaponGroupAsInstantKill(weaponGroup: string | number, toggle: boolean): void;
1256
1239
  /**
1257
- * Returns the group ID the player is member of.
1240
+ * Returns false if PromptType is enabled
1241
+ * Params: See 0x0751D461F06E41CE
1258
1242
  *
1243
+ * @param promptType
1244
+ * @param promptMode
1259
1245
  * @returns
1260
1246
  */
1261
- get Group(): number;
1247
+ getUiPromptIsDisabled(promptType: number, promptMode: number): any;
1262
1248
  /**
1263
- * Sets stamina core drains peed using ranged damage scale and melee damage scale
1264
- *
1265
- * @param weaponDefenseMod
1266
- * @param meleeDefenseMod
1249
+ * @param toggle
1267
1250
  */
1268
- setDefenseModifier(weaponDefenseMod: number, meleeDefenseMod: number): void;
1251
+ set LockonToFriendlyPlayers(toggle: boolean);
1269
1252
  /**
1270
- * This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.
1253
+ * Activates the Surrender prompt for the specified player in the current frame.
1271
1254
  *
1272
- * @param modifier
1255
+ * @param targetPed
1256
+ * @param promptOrder
1257
+ * @param p3
1273
1258
  */
1274
- set WeaponDamageModifier(modifier: number);
1259
+ setCooperatePromptThisFrame(targetPed: Ped, promptOrder: number, p3: boolean): void;
1275
1260
  /**
1276
- * durationCost: per second
1261
+ * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePlayerResetFlags
1262
+ * https://github.com/femga/rdr3_discoveries/tree/master/AI/PLAYER_RESET_FLAGS
1277
1263
  *
1278
- * @param durationCost
1264
+ * @param playerResetFlag
1265
+ * @param p2
1279
1266
  */
1280
- set SpecialAbilityDurationCost(durationCost: number);
1267
+ setResetFlag(playerResetFlag: number, p2: boolean): void;
1281
1268
  /**
1282
1269
  * @returns
1283
1270
  */
1284
- get IsTargettingAnything(): boolean;
1271
+ get WantedLevel(): number;
1285
1272
  /**
1286
- * @param modifier
1273
+ * @param closeRangeLowerBound
1274
+ * @param closeRangeUpperBound
1287
1275
  */
1288
- eagleEyeSetDrainRateModifier(modifier: number): void;
1276
+ setDamageCloseDistanceBonus(closeRangeLowerBound: number, closeRangeUpperBound: number): void;
1289
1277
  /**
1290
- * @returns
1278
+ * @param multiplier
1291
1279
  */
1292
- get DeadEye(): number;
1280
+ set SneakingNoiseMultiplier(multiplier: number);
1281
+ /**
1282
+ * Sets the player's team.
1283
+ *
1284
+ * @param team
1285
+ * @param bRestrictToThisScript
1286
+ */
1287
+ setTeam(team: number, bRestrictToThisScript: boolean): void;
1293
1288
  /**
1289
+ * Checks if the player's Deadeye ability is enabled.
1290
+ *
1294
1291
  * @returns
1295
1292
  */
1296
- get IsInScope(): any;
1293
+ get IsSpecialAbilityEnabled(): any;
1297
1294
  /**
1298
- * SET_PLAYER_S/T*
1295
+ * @param target
1296
+ */
1297
+ set BountyTarget(target: Player);
1298
+ /**
1299
+ * Retrieves whether all trails are currently hidden during Eagle Eye mode for the specified player.
1299
1300
  *
1300
- * @param toggle
1301
+ * @returns
1301
1302
  */
1302
- N_0x8591EE69CC3ED257(toggle: boolean): void;
1303
+ eagleEyeAreAllTrailsHidden(): any;
1303
1304
  /**
1304
- * @param speedBoost
1305
- * @param duration
1305
+ * @returns
1306
1306
  */
1307
- boostHorseSpeedForTime(speedBoost: number, duration: number): void;
1307
+ get IsDeadeyeTaggingEnabled(): any;
1308
1308
  /**
1309
1309
  * Gets the player's server ID. In multiplayer, this is the player's unique server-side identifier.
1310
1310
  */