gtac-types 0.0.1

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+ /**
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+ * GTAC Client Animation & Game Constant Definitions
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+ *
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+ * Defines client-side enums and numeric constants for GTA Vice City,
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+ * including animation group identifiers, radar sprite types, cheat codes,
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+ * control bindings, police types, corona effects, explosion types,
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+ * flight modes, vehicle door/panel indices, and door status values.
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+ *
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+ * All declarations are global — no import required.
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+ *
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+ * @module types/client/animations
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+ * @see https://wiki.gtaconnected.com — GTA Connected Wiki
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+ *
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+ * @example
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+ * // Play a ped animation
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+ * natives.TASK_PLAY_ANIM(pedHandle, "walk_civi", AnimationGroup.PED, 1.0, 1, 0, 0, 0);
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+ *
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+ * @example
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+ * // Check if a cheat is enabled
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+ * if (gta.isCheatEnabled(CHEAT_FASTTIME)) {
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+ * message("Fast time cheat is active!");
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+ * }
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+ */
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+
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+ // ===== Animation Group Enum =====
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+
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+ /**
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+ * GTA Vice City animation group identifiers.
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+ *
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+ * Animation groups organize related character animations. Each group corresponds
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+ * to a set of `.ifp` animation files loaded by the game. Groups are used with
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+ * functions like `natives.TASK_PLAY_ANIM()` and `natives.PLAY_ANIM()` to specify
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+ * which animation library to pull from.
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+ *
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+ * @see https://wiki.gtaconnected.com — GTA Connected Wiki
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+ */
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+ declare enum AnimationGroup {
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+ /**
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+ * Ped (man) — 173 animations covering walking, fighting, entering/exiting cars,
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+ * idle poses, and general movement.
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+ */
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+ PED = "ped",
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+
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+ /** Van — 8 animations for opening doors and getting in/out of vans. */
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+ VAN = "van",
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+
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+ /** Coach (bus) — 5 animations for bus-related actions. */
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+ COACH = "coach",
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+
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+ /** Bike — standard motorcycle riding animations. */
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+ BIKE = "bike",
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+
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+ /** Bike V — motorcycle animation variation. */
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+ BIKEV = "bikev",
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+
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+ /** Bike H — motorcycle animation variation. */
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+ BIKEH = "bikeh",
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+
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+ /** Bike D — motorcycle animation variation. */
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+ BIKED = "biked",
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+
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+ /** Unarmed — fist fighting animations (punching, idle stance). */
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+ UNARMED = "unarmed",
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+
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+ /** Screwdriver — melee weapon animations. */
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+ SCREWDRV = "screwdrv",
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+
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+ /** Knife — bladed weapon animations (slash, stab, throw). */
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+ KNIFE = "knife",
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+
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+ /** Baseball Bat — melee blunt weapon animations. */
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+ BASEBALL = "baseball",
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+
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+ /** Golf Club — melee blunt weapon animations. */
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+ GOLFCLUB = "golfclub",
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+
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+ /** Chainsaw — powered melee weapon animations. */
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+ CHAINSAW = "chainsaw",
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+
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+ /** Python — .357 Magnum revolver animations. */
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+ PYTHON = "python",
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+
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+ /** Colt .45 — pistol animations. */
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+ COLT45_ANIM = "colt45",
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+
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+ /** Shotgun — pump-action shotgun animations. */
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+ SHOTGUN = "shotgun",
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+
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+ /** Buddy — companion weapon animations. */
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+ BUDDY = "buddy",
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+
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+ /** Tec-9 — SMG animations. */
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+ TEC = "tec",
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+
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+ /** Uzi — submachine gun animations. */
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+ UZI = "uzi",
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+
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+ /** Rifle — assault/battle rifle animations. */
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+ RIFLE = "rifle",
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+
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+ /** M60 — heavy machine gun animations. */
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+ M60_ANIM = "m60",
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+
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+ /** Sniper — sniper rifle animations (scope, bolt-action). */
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+ SNIPER = "sniper",
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+
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+ /** Grenade — thrown explosive animations. */
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+ GRENADE_ANIM = "grenade",
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+
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+ /** Flame — flamethrower animations. */
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+ FLAME = "flame",
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+
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+ /** Medic — paramedic/CPR animations. */
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+ MEDIC = "medic",
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+
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+ /** Sunbathe — lying down, relaxing animations. */
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+ SUNBATHE = "sunbathe",
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+
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+ /** Play Idles — idle animation set (stretch, time, shoulder, leg stretches). */
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+ PLAYIDLES = "playidles",
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+
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+ /** Riot — aggressive crowd/riot animations. */
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+ RIOT = "riot",
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+
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+ /** Strip — strip club dancing animations. */
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+ STRIP = "strip",
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+
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+ /** Lance — Lance Vance character-specific animations. */
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+ LANCE = "lance",
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+
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+ /** Player — standard player movement animations. */
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+ PLAYER = "player",
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+
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+ /** Player Rocket — player carrying a rocket launcher. */
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+ PLAYERROCKET = "playerrocket",
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+
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+ /** Player 1-Armed — player with a single-handed weapon. */
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+ PLAYER1ARMED = "player1armed",
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+
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+ /** Player 2-Armed — player with a two-handed weapon. */
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+ PLAYER2ARMED = "player2armed",
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+
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+ /** Player BBat — player carrying a baseball bat. */
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+ PLAYERBBAT = "playerBBat",
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+
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+ /** Player CSaw — player carrying a chainsaw. */
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+ PLAYERCSAW = "playercsaw",
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+
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+ /** Shuffle — shuffling/side-stepping movement. */
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+ SHUFFLE = "shuffle",
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+
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+ /** Old Man — elderly male movement style. */
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+ OLDMAN = "oldman",
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+
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+ /** Gang 1 — gang member movement type 1. */
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+ GANG1 = "gang1",
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+
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+ /** Gang 2 — gang member movement type 2. */
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+ GANG2 = "gang2",
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+
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+ /** Fat Man — overweight male movement style. */
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+ FATMAN = "fatman",
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+
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+ /** Old Fat Man — elderly overweight male movement style. */
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+ OLDFATMAN = "oldfatman",
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+
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+ /** Jogger — jogging/running civilian movement. */
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+ JOGGER = "jogger",
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+
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+ /** Woman — standard female movement style. */
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+ WOMAN = "woman",
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+
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+ /** Shopper — shopping civilian movement. */
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+ SHOPPER = "shopper",
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+
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+ /** Busy Woman — busy/hurried female movement. */
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+ BUSYWOMAN = "busywoman",
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+
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+ /** Sexy Woman — seductive female walk style. */
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+ SEXYWOMAN = "sexywoman",
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+
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+ /** Fat Woman — overweight female movement style. */
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+ FATWOMAN = "fatwoman",
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+
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+ /** Old Woman — elderly female movement style. */
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+ OLDWOMAN = "oldwoman",
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+
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+ /** Jog Woman — female jogging movement. */
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+ JOGWOMAN = "jogwoman",
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+
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+ /** Panic Chunky — panicked running for heavier character models. */
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+ PANICCHUNKY = "panicchunky",
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+
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+ /** Skate — rollerskating/inline skating animations. */
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+ SKATE = "skate",
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+
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+ /** Player Back — player walking backwards. */
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+ PLAYERBACK = "playerback",
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+
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+ /** Player Left — player strafing left. */
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+ PLAYERLEFT = "playerleft",
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+
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+ /** Player Right — player strafing right. */
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+ PLAYERRIGHT = "playerright",
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+
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+ /** Rocket Back — rocket launcher walking backwards. */
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+ ROCKETBACK = "rocketback",
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+
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+ /** Rocket Left — rocket launcher strafing left. */
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+ ROCKETLEFT = "rocketleft",
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+
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+ /** Rocket Right — rocket launcher strafing right. */
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+ ROCKETRIGHT = "rocketright",
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+
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+ /** CSaw Back — chainsaw walking backwards. */
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+ CSAWBACK = "csawback",
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+
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+ /** CSaw Left — chainsaw strafing left. */
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+ CSAWLEFT = "csawleft",
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+
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+ /** CSaw Right — chainsaw strafing right. */
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+ CSAWRIGHT = "csawright",
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+ }
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+
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+ // ===== Radar Sprite Defines =====
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+
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+ /**
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+ * No radar sprite displayed.
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+ */
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+ declare var RADAR_SPRITE_NONE: number;
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+
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+ /**
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+ * Radar sprite: centre target marker.
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+ */
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+ declare var RADAR_SPRITE_CENTRE: number;
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+
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+ /**
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+ * Radar sprite: "Map Here" location indicator.
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+ */
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+ declare var RADAR_SPRITE_MAP_HERE: number;
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+
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+ /**
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+ * Radar sprite: north/shop marker.
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+ */
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+ declare var RADAR_SPRITE_NORTH: number;
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+
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+ /**
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+ * Radar sprite: Avery Carrington mission icon.
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+ */
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+ declare var RADAR_SPRITE_AVERY: number;
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+
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+ /**
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+ * Radar sprite: Biker gang mission icon.
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+ */
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+ declare var RADAR_SPRITE_BIKER: number;
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+
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+ /**
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+ * Radar sprite: Colonel Cortez mission icon.
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+ */
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+ declare var RADAR_SPRITE_CORTEZ: number;
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+
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+ /**
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+ * Radar sprite: Ricardo Diaz mission icon.
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+ */
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+ declare var RADAR_SPRITE_DIAZ: number;
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+
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+ /**
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+ * Radar sprite: Kent Paul mission icon.
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+ */
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+ declare var RADAR_SPRITE_KENT: number;
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+
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+ /**
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+ * Radar sprite: Ken Rosenberg (law firm) mission icon.
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+ */
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+ declare var RADAR_SPRITE_LAWYER: number;
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+
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+ /**
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+ * Radar sprite: Phil Cassidy mission icon.
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+ */
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+ declare var RADAR_SPRITE_PHIL: number;
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+
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+ /**
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+ * Radar sprite: Bikers gang location icon.
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+ */
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+ declare var RADAR_SPRITE_BIKERS: number;
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+
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+ /**
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+ * Radar sprite: Boatyard property icon.
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+ */
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+ declare var RADAR_SPRITE_BOATYARD: number;
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+
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+ /**
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+ * Radar sprite: Malibu Club property icon.
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+ */
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+ declare var RADAR_SPRITE_MALIBUCLUB: number;
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+
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+ /**
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+ * Radar sprite: Cubans gang location icon.
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+ */
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+ declare var RADAR_SPRITE_CUBANS: number;
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+
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+ /**
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+ * Radar sprite: Film Studio property icon.
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+ */
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+ declare var RADAR_SPRITE_FILM: number;
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+
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+ /**
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+ * Radar sprite: Ammu-Nation gun shop icon.
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+ */
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+ declare var RADAR_SPRITE_GUN: number;
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+
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+ /**
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+ * Radar sprite: Haitians gang location icon.
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+ */
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+ declare var RADAR_SPRITE_HAITIANS: number;
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+
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+ /**
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+ * Radar sprite: Hardware Store icon.
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+ */
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+ declare var RADAR_SPRITE_HARDWARE: number;
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+
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+ /**
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+ * Radar sprite: Savehouse/safehouse icon.
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+ */
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+ declare var RADAR_SPRITE_SAVEHOUSE: number;
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+
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+ /**
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+ * Radar sprite: Strip Club property icon.
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+ */
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+ declare var RADAR_SPRITE_STRIPCLUB: number;
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+
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+ /**
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+ * Radar sprite: Cherry Popper Ice Cream Factory icon.
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+ */
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+ declare var RADAR_SPRITE_ICE: number;
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+
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+ /**
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+ * Radar sprite: Kaufman Cabs property icon.
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+ */
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+ declare var RADAR_SPRITE_KCABS: number;
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+
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+ /**
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+ * Radar sprite: Love Fist band location icon.
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+ */
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+ declare var RADAR_SPRITE_LOVEFIST: number;
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+
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+ /**
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+ * Radar sprite: Print Works property icon.
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+ */
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+ declare var RADAR_SPRITE_PRINTWORKS: number;
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+
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+ /**
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+ * Radar sprite: Sunyard boatyard icon.
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+ */
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+ declare var RADAR_SPRITE_SUNYARD: number;
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+
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+ /**
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+ * Radar sprite: Pay 'n' Spray garage icon.
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+ */
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+ declare var RADAR_SPRITE_SPRAY: number;
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+
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+ /**
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+ * Radar sprite: T-Shirt shop (clothing store) icon.
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+ */
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+ declare var RADAR_SPRITE_TSHIRT: number;
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+
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+ /**
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+ * Radar sprite: Tommy Vercetti (player) icon.
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+ */
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+ declare var RADAR_SPRITE_TOMMY: number;
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+
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+ /**
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+ * Radar sprite: Phone mission icon.
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+ */
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+ declare var RADAR_SPRITE_PHONE: number;
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+
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+ /**
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+ * Radar sprite: Wildstyle radio station pickup.
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+ */
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+ declare var RADAR_SPRITE_RADIO_WILDSTYLE: number;
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+
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+ /**
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+ * Radar sprite: Flash FM radio station pickup.
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+ */
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+ declare var RADAR_SPRITE_RADIO_FLASH: number;
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+
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+ /**
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+ * Radar sprite: K-CHAT radio station pickup.
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+ */
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+ declare var RADAR_SPRITE_RADIO_KCHAT: number;
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+
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+ /**
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+ * Radar sprite: Fever 105 radio station pickup.
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+ */
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+ declare var RADAR_SPRITE_RADIO_FEVER: number;
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+
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+ /**
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+ * Radar sprite: V-Rock radio station pickup.
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+ */
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+ declare var RADAR_SPRITE_RADIO_VROCK: number;
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+
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+ /**
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+ * Radar sprite: VCPR radio station pickup.
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+ */
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+ declare var RADAR_SPRITE_RADIO_VCPR: number;
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+
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+ /**
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+ * Radar sprite: Espantoso radio station pickup.
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+ */
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+ declare var RADAR_SPRITE_RADIO_ESPANTOSO: number;
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+
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+ /**
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+ * Radar sprite: Emotion 98.3 radio station pickup.
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+ */
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+ declare var RADAR_SPRITE_RADIO_EMOTION: number;
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+
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+ /**
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+ * Radar sprite: Wave 103 radio station pickup.
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+ */
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+ declare var RADAR_SPRITE_RADIO_WAVE: number;
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+
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+ // ===== Cheat Defines =====
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+
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+ /**
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+ * Cheat: faster time passage (speeds up the in-game clock).
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+ */
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+ declare var CHEAT_FASTTIME: number;
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+
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+ /**
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+ * Cheat: gives weapons to all nearby pedestrians.
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+ */
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+ declare var CHEAT_GIVEPEDSWEAPONS: number;
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+
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+ /**
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+ * Cheat: wheels only visible on vehicles (invisible car bodies).
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+ */
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+ declare var CHEAT_WHEELSONLY: number;
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+
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+ /**
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+ * Cheat: all vehicles can fly like the Dodo.
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+ */
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+ declare var CHEAT_ALLDODOS: number;
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+
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+ /**
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+ * Cheat: strong grip / better vehicle handling.
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+ */
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+ declare var CHEAT_STRONGGRIP: number;
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+
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+ /**
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+ * Cheat: enables helicopter-style vehicle controls.
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+ */
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+ declare var CHEAT_HELICONTROLS: number;
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+
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+ /**
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+ * Cheat: attract women (pedestrians follow Tommy).
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+ */
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+ declare var CHEAT_FANNYMAGNET: number;
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+
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+ /**
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+ * Cheat: cars can fly (air ship mode).
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+ */
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+ declare var CHEAT_AIRSHIP: number;
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+
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+ /**
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+ * Cheat: cars can drive on water.
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+ */
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+ declare var CHEAT_SEAWAYS: number;
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+
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+ /**
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+ * Cheat: all taxis have nitro boost.
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+ */
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+ declare var CHEAT_ALLTAXISHAVENITRO: number;
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+
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+ /**
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+ * Cheat: aggressive AI drivers (mad drivers, road rage).
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+ */
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+ declare var CHEAT_MADDRIVERS: number;
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+
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+ /**
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+ * Cheat: all traffic lights stay green.
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+ */
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+ declare var CHEAT_GREENLIGHTS: number;
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+
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+ /**
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+ * Cheat: all cars are black.
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+ */
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+ declare var CHEAT_BLACKCARS: number;
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+
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+ /**
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+ * Cheat: all cars are pink.
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+ */
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+ declare var CHEAT_PINKCARS: number;
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+
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+ /**
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+ * Cheat: pedestrians riot (attack everyone).
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+ */
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+ declare var CHEAT_CERTAINDEATH: number;
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+
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+ /**
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+ * Total number of cheat constants defined by the engine.
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+ * Used for iteration when toggling all cheats.
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+ */
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+ declare var CHEAT_COUNT: number;
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+
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+ // ===== Control Defines =====
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+
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+ /**
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+ * In-car control: change radio station.
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+ */
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+ declare var CONTROL_INCAR_RADIO: number;
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+
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+ /**
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+ * In-car control: look left (when in vehicle).
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+ */
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+ declare var CONTROL_INCAR_LOOKL: number;
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+
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+ /**
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+ * In-car control: handbrake (space bar equivalent).
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+ */
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+ declare var CONTROL_INCAR_HANDBRAKE: number;
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+
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+ /**
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+ * In-car control: look right (when in vehicle).
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+ */
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+ declare var CONTROL_INCAR_LOOKR: number;
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+
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+ /**
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+ * In-car control: tilt backward (for helicopters/planes, pitch up).
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+ */
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+ declare var CONTROL_INCAR_TILT_BACKWARD: number;
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+
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+ /**
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+ * In-car control: tilt forward (for helicopters/planes, pitch down).
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+ */
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+ declare var CONTROL_INCAR_TILT_FORWARD: number;
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+
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+ /**
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+ * In-car control: steer left / turn left.
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+ */
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+ declare var CONTROL_INCAR_LEFT: number;
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+
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+ /**
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+ * In-car control: steer right / turn right.
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+ */
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+ declare var CONTROL_INCAR_RIGHT: number;
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+
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+ /**
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+ * In-car control: change camera view.
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+ */
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+ declare var CONTROL_INCAR_CAMERA: number;
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+
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+ /**
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+ * In-car control: brake / reverse.
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+ */
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+ declare var CONTROL_INCAR_BACKWARD: number;
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+
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+ /**
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+ * In-car control: exit the current vehicle.
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+ */
560
+ declare var CONTROL_INCAR_EXITVEHICLE: number;
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+
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+ /**
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+ * In-car control: accelerate / forward.
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+ */
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+ declare var CONTROL_INCAR_FORWARD: number;
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+
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+ /**
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+ * In-car control: fire weapon (drive-by) or vehicle weapon.
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+ */
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+ declare var CONTROL_INCAR_ATTACK: number;
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+
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+ /**
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+ * In-car control: horn / siren.
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+ */
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+ declare var CONTROL_INCAR_HORN: number;
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+
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+ /**
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+ * In-car control: submission (surrender, for taxi missions).
579
+ */
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+ declare var CONTROL_INCAR_SUBMISSION: number;
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+
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+ /**
583
+ * On-foot control: action button (contextual: pick up, talk, enter vehicle).
584
+ */
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+ declare var CONTROL_ONFOOT_ACTION: number;
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+
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+ /**
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+ * On-foot control: cycle to next weapon.
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+ */
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+ declare var CONTROL_ONFOOT_NEXTWEAPON: number;
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+
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+ /**
593
+ * On-foot control: target lock / aim.
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+ */
595
+ declare var CONTROL_ONFOOT_TARGET: number;
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+
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+ /**
598
+ * On-foot control: cycle to previous weapon.
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+ */
600
+ declare var CONTROL_ONFOOT_PREVWEAPON: number;
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+
602
+ /**
603
+ * On-foot control: move forward / walk forward.
604
+ */
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+ declare var CONTROL_ONFOOT_FORWARD: number;
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+
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+ /**
608
+ * On-foot control: move backward / walk backward.
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+ */
610
+ declare var CONTROL_ONFOOT_BACKWARD: number;
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+
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+ /**
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+ * On-foot control: move left / strafe left.
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+ */
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+ declare var CONTROL_ONFOOT_LEFT: number;
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+
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+ /**
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+ * On-foot control: move right / strafe right.
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+ */
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+ declare var CONTROL_ONFOOT_RIGHT: number;
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+
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+ /**
623
+ * On-foot control: change camera view.
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+ */
625
+ declare var CONTROL_ONFOOT_CAMERA: number;
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+
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+ /**
628
+ * On-foot control: jump.
629
+ */
630
+ declare var CONTROL_ONFOOT_JUMP: number;
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+
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+ /**
633
+ * On-foot control: enter nearest vehicle.
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+ */
635
+ declare var CONTROL_ONFOOT_ENTERVEHICLE: number;
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+
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+ /**
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+ * On-foot control: sprint / run.
639
+ */
640
+ declare var CONTROL_ONFOOT_SPRINT: number;
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+
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+ /**
643
+ * On-foot control: attack / fire weapon.
644
+ */
645
+ declare var CONTROL_ONFOOT_ATTACK: number;
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+
647
+ /**
648
+ * On-foot control: crouch / duck.
649
+ */
650
+ declare var CONTROL_ONFOOT_CROUCH: number;
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+
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+ /**
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+ * On-foot control: look behind.
654
+ */
655
+ declare var CONTROL_ONFOOT_LOOKBEHIND: number;
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+
657
+ // ===== Cop Type Defines =====
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+
659
+ /**
660
+ * Cop type: standard police officer (VCPD patrol).
661
+ */
662
+ declare var COPTYPE_COP: number;
663
+
664
+ /**
665
+ * Cop type: FBI agent.
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+ */
667
+ declare var COPTYPE_FBI: number;
668
+
669
+ /**
670
+ * Cop type: SWAT (heavy tactical unit).
671
+ */
672
+ declare var COPTYPE_SWAT: number;
673
+
674
+ /**
675
+ * Cop type: Army / military.
676
+ */
677
+ declare var COPTYPE_ARMY: number;
678
+
679
+ // ===== Corona Defines =====
680
+
681
+ /**
682
+ * Corona type: sun glow effect.
683
+ */
684
+ declare var CORONA_SUN: number;
685
+
686
+ /**
687
+ * Corona type: moon glow effect.
688
+ */
689
+ declare var CORONA_MOON: number;
690
+
691
+ /**
692
+ * Corona texture: star-shaped glow.
693
+ */
694
+ declare var CORONATEXTURE_CORONASTAR: number;
695
+
696
+ /**
697
+ * Corona texture: default circular glow.
698
+ */
699
+ declare var CORONATEXTURE_CORONA: number;
700
+
701
+ /**
702
+ * Corona texture: moon-shaped glow.
703
+ */
704
+ declare var CORONATEXTURE_CORONAMOON: number;
705
+
706
+ /**
707
+ * Corona texture: reflective glow.
708
+ */
709
+ declare var CORONATEXTURE_CORONAREFLECT: number;
710
+
711
+ /**
712
+ * Corona texture: headlight beam line.
713
+ */
714
+ declare var CORONATEXTURE_CORONAHEADLIGHTLINE: number;
715
+
716
+ /**
717
+ * Corona texture: hexagonal glow.
718
+ */
719
+ declare var CORONATEXTURE_CORONAHEX: number;
720
+
721
+ /**
722
+ * Corona texture: circular glow.
723
+ */
724
+ declare var CORONATEXTURE_CORONACIRCLE: number;
725
+
726
+ /**
727
+ * Corona texture: ring A pattern.
728
+ */
729
+ declare var CORONATEXTURE_CORONARINGA: number;
730
+
731
+ /**
732
+ * Corona texture: streak effect.
733
+ */
734
+ declare var CORONATEXTURE_STREEK: number;
735
+
736
+ // ===== Explosion Defines =====
737
+
738
+ /**
739
+ * Explosion type: grenade blast.
740
+ */
741
+ declare var EXPLOSION_GRENADE: number;
742
+
743
+ /**
744
+ * Explosion type: Molotov cocktail fire burst.
745
+ */
746
+ declare var EXPLOSION_MOLOTOV: number;
747
+
748
+ /**
749
+ * Explosion type: rocket / RPG blast.
750
+ */
751
+ declare var EXPLOSION_ROCKET: number;
752
+
753
+ /**
754
+ * Explosion type: car explosion (standard).
755
+ */
756
+ declare var EXPLOSION_CAR: number;
757
+
758
+ /**
759
+ * Explosion type: car explosion (quick/instant).
760
+ */
761
+ declare var EXPLOSION_CARQUICK: number;
762
+
763
+ /**
764
+ * Explosion type: boat explosion.
765
+ */
766
+ declare var EXPLOSION_BOAT: number;
767
+
768
+ /**
769
+ * Explosion type: helicopter explosion.
770
+ */
771
+ declare var EXPLOSION_HELI: number;
772
+
773
+ /**
774
+ * Explosion type: tank/Rhino grenade blast.
775
+ */
776
+ declare var EXPLOSION_TANKGRENADE: number;
777
+
778
+ /**
779
+ * Explosion type: small explosion (less damage and visual size).
780
+ */
781
+ declare var EXPLOSION_SMALL: number;
782
+
783
+ // ===== Flight Mode Defines =====
784
+
785
+ /**
786
+ * Flight mode: unknown / default.
787
+ */
788
+ declare var FLIGHTMODE_UNKNOWN: number;
789
+
790
+ /**
791
+ * Flight mode: unclipped camera / free flight.
792
+ */
793
+ declare var FLIGHTMODE_UNCLIPPED: number;
794
+
795
+ /**
796
+ * Flight mode: hover car (vehicles float like a hovercraft).
797
+ */
798
+ declare var FLIGHTMODE_HOVERCAR: number;
799
+
800
+ /**
801
+ * Flight mode: skimmer (seaplane-style flight).
802
+ */
803
+ declare var FLIGHTMODE_SKIMMER: number;
804
+
805
+ /**
806
+ * Flight mode: unknown type 2.
807
+ */
808
+ declare var FLIGHTMODE_UNKNOWN2: number;
809
+
810
+ /**
811
+ * Flight mode: helicopter (rotary wing flight).
812
+ */
813
+ declare var FLIGHTMODE_HELICOPTER: number;
814
+
815
+ // ===== Vehicle Door Defines =====
816
+
817
+ /**
818
+ * Vehicle door index: back-left door.
819
+ */
820
+ declare var AUTOMOBILEDOOR_DOOR_BACK_LEFT: number;
821
+
822
+ /**
823
+ * Vehicle door index: back-right door.
824
+ */
825
+ declare var AUTOMOBILEDOOR_DOOR_BACK_RIGHT: number;
826
+
827
+ /**
828
+ * Vehicle door index: bonnet / hood.
829
+ */
830
+ declare var AUTOMOBILEDOOR_DOOR_BONNET: number;
831
+
832
+ /**
833
+ * Vehicle door index: front-left (driver side) door.
834
+ */
835
+ declare var AUTOMOBILEDOOR_DOOR_FRONT_LEFT: number;
836
+
837
+ /**
838
+ * Vehicle door index: front-right (passenger side) door.
839
+ */
840
+ declare var AUTOMOBILEDOOR_DOOR_FRONT_RIGHT: number;
841
+
842
+ /**
843
+ * Vehicle door index: trunk / boot.
844
+ */
845
+ declare var AUTOMOBILEDOOR_DOOR_TRUNK: number;
846
+
847
+ /**
848
+ * Door status: door is closed and intact.
849
+ */
850
+ declare var AUTOMOBILEDOORSTATUS_CLOSED: number;
851
+
852
+ /**
853
+ * Door status: door is damaged/dented but still attached.
854
+ */
855
+ declare var AUTOMOBILEDOORSTATUS_DAMAGED: number;
856
+
857
+ /**
858
+ * Door status: door is missing entirely (fell off).
859
+ */
860
+ declare var AUTOMOBILEDOORSTATUS_MISSING: number;
861
+
862
+ /**
863
+ * Door status: door movement is controlled by physics (swinging freely).
864
+ */
865
+ declare var AUTOMOBILEDOORSTATUS_PHYSICS: number;
866
+
867
+ // ===== Vehicle Panel Defines =====
868
+
869
+ /**
870
+ * Vehicle panel index: front-left panel (fender/bumper area).
871
+ */
872
+ declare var AUTOMOBILEPANEL_FRONT_LEFT: number;
873
+
874
+ /**
875
+ * Vehicle panel index: front-right panel.
876
+ */
877
+ declare var AUTOMOBILEPANEL_FRONT_RIGHT: number;
878
+
879
+ /**
880
+ * Vehicle panel index: panel 2 (various second panel).
881
+ */
882
+ declare var AUTOMOBILEPANEL_2: number;
883
+
884
+ /**
885
+ * Vehicle panel index: panel 3 (various third panel).
886
+ */
887
+ declare var AUTOMOBILEPANEL_3: number;
888
+
889
+ /**
890
+ * Vehicle panel index: windscreen / windshield.
891
+ */
892
+ declare var AUTOMOBILEPANEL_WINDSHIELD: number;
893
+
894
+ /**
895
+ * Vehicle panel index: front bumper.
896
+ */
897
+ declare var AUTOMOBILEPANEL_BUMPER_FRONT: number;
898
+
899
+ /**
900
+ * Vehicle panel index: rear bumper.
901
+ */
902
+ declare var AUTOMOBILEPANEL_BUMPER_BACK: number;