gtac-types 0.0.1

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+ /**
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+ * GTA Vice City Natives Interface
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+ *
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+ * Provides type definitions for the low-level game script native functions
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+ * (opcodes) available in GTA Vice City. These functions map 1:1 to the
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+ * game's internal opcode system and are accessible via `natives.*`.
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+ *
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+ * **Warning:** Natives operate directly on the game engine. Passing incorrect
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+ * arguments can crash the game or cause undefined behaviour. Use with caution.
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+ * Prefer the higher-level `gta.*` API when possible.
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+ *
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+ * This interface contains explicit function signatures for approximately 300
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+ * of the most commonly-used game opcodes, organized by category:
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+ *
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+ * - **Save/Menu:** ACTIVATE_SAVE_MENU
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+ * - **Ammo/Armour:** ADD_AMMO_TO_CHAR, ADD_ARMOUR_TO_CHAR, etc.
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+ * - **Blips:** ADD_BLIP_FOR_CAR, ADD_BLIP_FOR_CHAR, CHANGE_BLIP_COLOUR, etc.
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+ * - **Explosions:** ADD_EXPLOSION, EXPLODE_CAR, EXPLODE_CHAR_HEAD, etc.
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+ * - **Particles/Effects:** ADD_MOVING_PARTICLE_EFFECT, CREATE_SINGLE_PARTICLE, etc.
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+ * - **Creation:** CREATE_CAR, CREATE_CHAR, CREATE_OBJECT, CREATE_PICKUP, CREATE_PLAYER, etc.
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+ * - **Deletion:** DELETE_CAR, DELETE_CHAR, DELETE_OBJECT, etc.
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+ * - **Vehicles:** SET_CAR_HEALTH, SET_CAR_HEADING, IS_CAR_IN_AREA_3D, etc.
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+ * - **Characters/Peds:** SET_CHAR_HEALTH, SET_CHAR_HEADING, IS_CHAR_IN_WATER, etc.
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+ * - **Players:** SET_PLAYER_HEALTH, GET_PLAYER_ID, IS_PLAYER_PLAYING, etc.
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+ * - **Objects:** SET_OBJECT_COORDINATES, GET_OBJECT_VELOCITY, IS_OBJECT_VISIBLE, etc.
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+ * - **Missions:** FAIL_CURRENT_MISSION, PASS_CURRENT_MISSION, PAUSE_CURRENT_MISSION, etc.
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+ * - **Text/Display:** PRINT, PRINT_BIG, DISPLAY_TEXT, DRAW_CORONA, DRAW_RECT, etc.
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+ * - **Camera:** SET_CAMERA_POSITION, POINT_CAMERA_AT_PLAYER, RESTORE_CAMERA, etc.
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+ * - **World:** SET_GRAVITY, SET_WEATHER, SET_TIME_OF_DAY, etc.
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+ * - **AI/Tasks:** TASK_GO_TO_COORD, TASK_KILL_CHAR, TASK_PLAY_ANIM, etc.
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+ * - **Animation:** PLAY_ANIM, PLAY_OBJECT_ANIM, HAS_ANIMATION_LOADED, etc.
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+ * - **Sound:** PLAY_SOUND, ADD_ONE_OFF_SOUND, LOAD_MISSION_AUDIO, etc.
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+ *
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+ * An index signature `[key: string]` allows calling any native by name
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+ * dynamically, though typed signatures should be preferred when available.
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+ *
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+ * @module types/client/natives
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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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+ * // Create a car at the player's position using the native opcode
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+ * const carHandle = natives.CREATE_CAR(141, localPlayer.position);
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+ *
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+ * @example
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+ * // Give a weapon to the local player character
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+ * const playerId = natives.GET_PLAYER_ID();
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+ * natives.GIVE_WEAPON_TO_PLAYER(playerId, 22, 100); // Pistol with 100 ammo
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+ *
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+ * @example
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+ * // Check if a model has loaded before creating
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+ * const modelId = 141; // Infernus
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+ * natives.REQUEST_CAR_MODEL(modelId);
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+ * // ... wait a frame ...
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+ * if (natives.HAS_MODEL_LOADED(modelId)) {
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+ * natives.CREATE_CAR(modelId, localPlayer.position);
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+ * }
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+ */
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+
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+ interface Natives {
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+ /**
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+ * Index signature for calling any native function by name.
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+ * All natives accept and return dynamically typed values matching
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+ * the game's internal opcode interface.
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+ *
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+ * **Important:** Using the index signature bypasses type checking.
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+ * Incorrect argument types or counts can crash the game.
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+ * Prefer using the explicitly typed function signatures when available.
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+ *
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+ * @example
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+ * // Dynamic call — use sparingly
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+ * natives["CREATE_CAR"](141, localPlayer.position);
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+ */
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+ [key: string]: (...args: any[]) => any;
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+
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+ ACTIVATE_SAVE_MENU(): void;
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+ ADD_AMMO_TO_CHAR(char: number, weapon: number, ammo: number): void;
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+ ADD_ARMOUR_TO_CHAR(char: number, armour: number): void;
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+ ADD_ARMOUR_TO_PLAYER(player: number, armour: number): void;
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+ ADD_BIG_GUN_FLASH(pos: Vec3, target: Vec3): void;
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+ ADD_BLIP_FOR_CAR(car: number): number;
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+ ADD_BLIP_FOR_CAR_OLD(car: number, r: number, g: number): number;
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+ ADD_BLIP_FOR_CHAR(char: number): number;
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+ ADD_BLIP_FOR_CHAR_OLD(char: number, r: number, g: number): number;
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+ ADD_BLIP_FOR_CONTACT_POINT(pos: Vec3): number;
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+ ADD_BLIP_FOR_COORD(pos: Vec3): number;
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+ ADD_BLIP_FOR_COORD_OLD(pos: Vec3, r: number, g: number): number;
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+ ADD_BLIP_FOR_OBJECT(obj: number): number;
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+ ADD_BLIP_FOR_PICKUP(pickup: number): number;
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+ ADD_BLOOD_RING_KILLS(kills: number): void;
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+ ADD_CONTINUOUS_SOUND(pos: Vec3, sound: number): void;
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+ ADD_EXPLOSION(pos: Vec3, type: number): void;
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+ ADD_EXPLOSION_NO_SOUND(pos: Vec3, type: number): void;
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+ ADD_HOSPITAL_RESTART(pos: Vec3, angle: number): void;
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+ ADD_ICE_CREAMS_SOLD(count: number): void;
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+ ADD_MONEY_SPENT_ON_CLOTHES(amount: number): void;
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+ ADD_MONEY_SPENT_ON_PROPERTY(amount: number): void;
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+ ADD_MONEY_SPENT_ON_WEAPONS(amount: number): void;
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+ ADD_MOVING_PARTICLE_EFFECT(
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+ effect: number,
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+ pos: Vec3,
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+ dir: Vec3,
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+ scale: number,
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+ r: number,
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+ g: number,
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+ b: number,
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+ a: number
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+ ): void;
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+ ADD_NUMBER_OF_ASSASSINATIONS(count: number): void;
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+ ADD_ONE_OFF_SOUND(pos: Vec3, sound: number): void;
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+ ADD_PIZZAS_DELIVERED(count: number): void;
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+ ADD_POLICE_RESTART(pos: Vec3, angle: number): void;
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+ ADD_PORN_LEAFLET_TO_RUBBISH(count: number): void;
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+ ADD_ROUTE_POINT(point: number, pos: Vec3): void;
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+ ADD_SCORE(player: number, score: number): void;
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+ ADD_SET_PIECE(piece: number, a: Vec3, b: Vec3, c: Vec3, d: Vec3): void;
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+ ADD_SPHERE(pos: Vec3, radius: number): void;
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+ ADD_SPRITE_BLIP_FOR_CONTACT_POINT(pos: Vec3, sprite: number): void;
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+ ADD_SPRITE_BLIP_FOR_COORD(pos: Vec3, sprite: number): void;
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+ ADD_STORES_KNOCKED_OFF(count: number): void;
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+ ADD_STUCK_CAR_CHECK(car: number, time: number, flags: number): void;
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+ ADD_TO_OBJECT_ROTATION_VELOCITY(obj: number, vel: Vec3): void;
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+ ADD_TO_OBJECT_VELOCITY(obj: number, vel: Vec3): void;
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+ ADD_UPSIDEDOWN_CAR_CHECK(car: number): void;
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+ ALTER_WANTED_LEVEL(player: number, level: number): void;
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+ ALTER_WANTED_LEVEL_NO_DROP(player: number, level: number): void;
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+ ANCHOR_BOAT(boat: number, anchor: number): void;
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+ APPLY_BRAKES_TO_PLAYERS_CAR(player: number, brake: number): void;
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+ ARE_ANY_CAR_CHEATS_ACTIVATED(): number;
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+ ARE_CREDITS_FINISHED(): number;
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+ ARE_MEASUREMENTS_IN_METRES(): number;
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+ ATTACH_CHAR_TO_CAR(
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+ char: number,
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+ car: number,
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+ offset: Vec3,
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+ unk: number,
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+ angle: number,
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+ unk2: number
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+ ): void;
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+ ATTACH_CHAR_TO_OBJECT(
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+ char: number,
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+ obj: number,
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+ offset: Vec3,
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+ unk: number,
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+ angle: number,
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+ unk2: number
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+ ): void;
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+ ATTACH_CUTSCENE_OBJECT_TO_BONE(obj: number, bone: number, unk: number): void;
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+ ATTACH_CUTSCENE_OBJECT_TO_COMPONENT(
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+ obj: number,
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+ comp: number,
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+ name: string
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+ ): void;
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+ ATTACH_CUTSCENE_OBJECT_TO_VEHICLE(obj: number, vehicle: number): void;
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+ BLOW_UP_RC_BUGGY(): void;
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+ BOAT_GOTO_COORDS(boat: number, pos: Vec3): void;
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+ BOAT_STOP(boat: number): void;
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+ BURST_CAR_TYRE(car: number, tyre: number): void;
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+ CANCEL_OVERRIDE_RESTART(): void;
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+ CAN_CHAR_SEE_DEAD_CHAR(char: number, dead: number): number;
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+ CAN_PLAYER_START_MISSION(player: number): number;
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+ CAR_GOTO_COORDINATES(car: number, pos: Vec3): void;
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+ CAR_GOTO_COORDINATES_ACCURATE(car: number, pos: Vec3): void;
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+ CAR_SET_IDLE(car: number): void;
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+ CAR_WANDER_RANDOMLY(car: number): void;
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+ CHANGE_BLIP_COLOUR(blip: number, colour: number): void;
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+ CHANGE_BLIP_DISPLAY(blip: number, display: number): void;
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+ CHANGE_BLIP_SCALE(blip: number, scale: number): void;
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+ CHANGE_CAR_COLOUR(car: number, c1: number, c2: number): void;
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+ CHANGE_GARAGE_TYPE(garage: number, type: number): void;
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+ CHAR_FOLLOW_PATH(char: number, pos: Vec3, speed: number, unk: number): void;
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+ CHAR_LOOK_AT_CHAR_ALWAYS(char: number, target: number): void;
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+ CHAR_LOOK_AT_PLAYER_ALWAYS(char: number, player: number): void;
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+ CHAR_SET_IDLE(char: number): void;
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+ CHAR_WANDER_DIR(char: number, dir: number): void;
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+ CHECK_FOR_PED_MODEL_AROUND_PLAYER(
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+ player: number,
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+ pos: Vec3,
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+ radius: number,
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+ model: number
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+ ): void;
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+ CLEAR_ALL_CHAR_ANIMS(char: number): void;
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+ CLEAR_ALL_SCRIPT_ROADBLOCKS(): void;
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+ CLEAR_AREA(pos: Vec3, radius: number, clear: number): void;
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+ CLEAR_AREA_OF_CARS(min: Vec3, max: Vec3): void;
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+ CLEAR_AREA_OF_CHARS(min: Vec3, max: Vec3): void;
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+ CLEAR_CAR_LAST_WEAPON_DAMAGE(car: number): void;
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+ CLEAR_CHAR_FOLLOW_PATH(char: number): void;
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+ CLEAR_CHAR_ICE_CREAM_PURCHASE(char: number): void;
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+ CLEAR_CHAR_LAST_DAMAGE_ENTITY(char: number): void;
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+ CLEAR_CHAR_LAST_WEAPON_DAMAGE(char: number): void;
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+ CLEAR_CHAR_THREAT_SEARCH(char: number): void;
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+ CLEAR_CHAR_WAIT_STATE(char: number): void;
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+ CLEAR_CUTSCENE(): void;
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+ CLEAR_EXTRA_COLOURS(car: number): void;
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+ CLEAR_HELI_ORIENTATION(heli: number): void;
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+ CLEAR_HELP(): void;
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+ CLEAR_MISSION_AUDIO(audio: number): void;
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+ CLEAR_OBJECT_PATH(obj: number): void;
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+ CLEAR_PRINTS(): void;
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+ CLEAR_SMALL_PRINTS(): void;
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+ CLEAR_TAXI_SHORTCUT(): void;
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+ CLEAR_THIS_BIG_PRINT(text: string): void;
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+ CLEAR_THIS_PRINT(text: string): void;
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+ CLEAR_THREAT_FOR_PED_TYPE(pedType: number, threat: number): void;
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+ CLEAR_WANTED_LEVEL(player: number): void;
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+ CLOSE_ALL_CAR_DOORS(car: number): void;
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+ CLOSE_GARAGE(garage: number): void;
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+ CONVERT_METRES_TO_FEET(metres: number): number;
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+ CONVERT_METRES_TO_FEET_INT(metres: number): number;
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+ CREATE_CAR(model: number, pos: Vec3): number;
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+ CREATE_CAR_GENERATOR(
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+ pos: Vec3,
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+ angle: number,
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+ model: number,
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+ c1: number,
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+ c2: number,
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+ force: number,
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+ alarm: number,
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+ doorLock: number,
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+ minDelay: number,
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+ maxDelay: number
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+ ): void;
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+ CREATE_CHAR(pedType: number, model: number, pos: Vec3): number;
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+ CREATE_CHAR_AS_PASSENGER(
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+ car: number,
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+ pedType: number,
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+ model: number,
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+ seat: number
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+ ): void;
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+ CREATE_CHAR_INSIDE_CAR(car: number, pedType: number, model: number): void;
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+ CREATE_CLOTHES_PICKUP(pos: Vec3, model: number): void;
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+ CREATE_COLLECTABLE1(pos: Vec3): void;
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+ CREATE_CUTSCENE_OBJECT(model: number): number;
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+ CREATE_FORSALE_PROPERTY_PICKUP(pos: Vec3, price: number, name: string): void;
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+ CREATE_LOCKED_PROPERTY_PICKUP(pos: Vec3, name: string): void;
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+ CREATE_MONEY_PICKUP(pos: Vec3, amount: number): void;
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+ CREATE_OBJECT(model: number, pos: Vec3): number;
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+ CREATE_OBJECT_NO_OFFSET(model: number, pos: Vec3): number;
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+ CREATE_PICKUP(model: number, type: number, pos: Vec3): number;
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+ CREATE_PICKUP_WITH_AMMO(
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+ model: number,
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+ type: number,
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+ ammo: number,
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+ pos: Vec3
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+ ): number;
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+ CREATE_PLAYER(player: number, pos: Vec3): void;
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+ CREATE_PROTECTION_PICKUP(pos: Vec3, weapon: number, price: number): void;
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+ CREATE_RANDOM_CAR_FOR_CAR_PARK(pos: Vec3, angle: number): void;
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+ CREATE_RANDOM_CHAR(pos: Vec3): void;
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+ CREATE_RANDOM_CHAR_AS_DRIVER(car: number): void;
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+ CREATE_RANDOM_CHAR_AS_PASSENGER(car: number, seat: number): void;
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+ CREATE_SCRIPT_ROADBLOCK(a: Vec3, b: Vec3): void;
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+ CREATE_SINGLE_PARTICLE(
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+ effect: number,
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+ pos: Vec3,
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+ dir: Vec3,
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+ scale: number
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+ ): void;
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+ CREATE_SWAT_ROPE(pos: Vec3): void;
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+ DEBUG_OFF(): void;
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+ DEBUG_ON(): void;
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+ DELETE_CAR(car: number): void;
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+ DELETE_CHAR(char: number): void;
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+ DELETE_OBJECT(obj: any): void;
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+ DETACH_CHAR_FROM_CAR(char: number): void;
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+ DIM_BLIP(blip: number, dim: number): void;
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+ DISABLE_CUTSCENE_SHADOWS(): void;
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+ DISARM_CAR_BOMB(car: number): void;
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+ DISPLAY_RADAR(show: number): void;
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+ DISPLAY_TEXT(x: number, y: number, text: string): void;
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+ DISPLAY_TEXT_WITH_2_NUMBERS(
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+ x: number,
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+ y: number,
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+ text: string,
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+ n1: number,
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+ n2: number
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+ ): void;
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+ DISPLAY_TEXT_WITH_NUMBER(
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+ x: number,
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+ y: number,
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+ text: string,
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+ num: number
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+ ): void;
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+ DOES_CHAR_EXIST(char: number): number;
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+ DOES_OBJECT_EXIST(obj: number): number;
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+ DONT_REMOVE_CHAR(char: number): void;
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+ DONT_REMOVE_OBJECT(obj: number): void;
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+ DO_2D_RECTANGLES_COLLIDE(a: Vec2, b: Vec2, c: Vec2, d: Vec2): number;
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+ DO_FADE(fade: number, duration: number): void;
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+ DRAW_CORONA(
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+ pos: Vec3,
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+ radius: number,
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+ r: number,
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+ g: number,
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+ b: number,
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+ a: number
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+ ): void;
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+ DRAW_RECT(
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+ pos: Vec3,
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+ size: number,
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+ r: number,
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+ g: number,
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+ b: number,
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+ a: number
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+ ): void;
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+ DRAW_SPHERE(pos: Vec3, radius: number): void;
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+ DRAW_SPRITE(
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+ sprite: number,
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+ pos: Vec3,
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+ size: number,
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+ r: number,
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+ g: number,
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+ b: number,
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+ a: number
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+ ): void;
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+ DRAW_WEAPONSHOP_CORONA(
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+ pos: Vec3,
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+ radius: number,
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+ r: number,
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+ g: number,
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+ b: number,
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+ a: number,
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+ corona: number
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+ ): void;
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+ DRESS_CHAR(char: number): void;
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+ ENSURE_PLAYER_HAS_DRIVE_BY_WEAPON(player: number, weapon: number): void;
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+ EXPLODE_CAR(car: number): void;
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+ EXPLODE_CHAR_HEAD(char: number): void;
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+ EXPLODE_PLAYER_HEAD(player: number): void;
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+ FAIL_CURRENT_MISSION(): void;
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+ FETCH_NEXT_CARD(): void;
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+ FIRE_HUNTER_GUN(heli: number): void;
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+ FLASH_HUD_OBJECT(obj: number): void;
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+ FORCE_RANDOM_PED_TYPE(type: number): void;
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+ FORCE_WEATHER(weather: number): void;
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+ FORCE_WEATHER_NOW(weather: number): void;
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+ FREEZE_CAR_POSITION(car: number, freeze: number): void;
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+ FREEZE_CAR_POSITION_AND_DONT_LOAD_COLLISION(
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+ car: number,
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+ freeze: number
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+ ): void;
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+ FREEZE_CHAR_POSITION(char: number, freeze: number): void;
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+ FREEZE_OBJECT_POSITION(obj: number, freeze: number): void;
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+ FREEZE_ONSCREEN_TIMER(timer: number): void;
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+ GENERATE_RANDOM_FLOAT_IN_RANGE(min: number, max: number): number;
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+ GENERATE_RANDOM_INT_IN_RANGE(min: number, max: number): number;
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+ GET_AMMO_IN_PLAYER_WEAPON(player: number, weapon: number): number;
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+ GET_ANGLE_BETWEEN_2D_VECTORS(a: Vec2, b: Vec2): number;
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+ GET_CAR_COLOURS(car: number): void;
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+ GET_CAR_COORDINATES(car: number): Vec3;
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+ GET_CAR_FORWARD_X(car: number): number;
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+ GET_CAR_FORWARD_Y(car: number): number;
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+ GET_CAR_HEADING(car: number): number;
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+ GET_CAR_HEALTH(car: number): number;
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+ GET_CAR_MODEL(car: number): number;
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+ GET_CAR_SPEED(car: number): number;
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+ GET_CHAR_ARMOUR(char: number): number;
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+ GET_CHAR_COORDINATES(char: number): Vec3;
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+ GET_CHAR_HEADING(char: number): number;
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+ GET_CHAR_HEALTH(char: number): number;
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+ GET_CHAR_WEAPON_IN_SLOT(char: number, slot: number): number;
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+ GET_CLOSEST_CAR_NODE(pos: Vec3): Vec3;
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+ GET_CLOSEST_CAR_NODE_WITH_HEADING(pos: Vec3): Vec3;
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+ GET_CLOSEST_CHAR_NODE(pos: Vec3): Vec3;
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+ GET_CLOSEST_STRAIGHT_ROAD(pos: Vec3, min: number, max: number): void;
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+ GET_COLLECTABLE1S_COLLECTED(): number;
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+ GET_CONTROLLER_MODE(): number;
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+ GET_CURRENT_CHAR_WEAPON(char: number): number;
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+ GET_CURRENT_PLAYER_WEAPON(player: number): number;
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+ GET_CUTSCENE_TIME(): number;
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+ GET_DEAD_CHAR_PICKUP_COORDS(char: number): Vec3;
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+ GET_DISTANCE_BETWEEN_COORDS_2D(a: Vec2, b: Vec2): number;
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+ GET_DISTANCE_BETWEEN_COORDS_3D(a: Vec3, b: Vec3): number;
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+ GET_DRIVER_OF_CAR(car: number): number;
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+ GET_FADING_STATUS(): number;
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+ GET_GAME_TIMER(): number;
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+ GET_GROUND_Z_FOR_3D_COORD(pos: Vec3): number;
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+ GET_HAVOC_CAUSED_BY_PLAYER(player: number): number;
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+ GET_MAXIMUM_NUMBER_OF_PASSENGERS(car: number): number;
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+ GET_MINUTES_TO_TIME_OF_DAY(h: number, m: number): number;
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+ GET_NTH_CLOSEST_CAR_NODE(pos: Vec3, n: number): Vec3;
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+ GET_NUMBER_OF_FOLLOWERS(player: number): number;
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+ GET_NUMBER_OF_PASSENGERS(car: number): number;
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+ GET_NUM_OF_MODELS_KILLED_BY_PLAYER(player: number): number;
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+ GET_OBJECT_COORDINATES(obj: number): Vec3;
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+ GET_OBJECT_HEADING(obj: number): number;
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+ GET_OBJECT_ROTATION_VELOCITY(obj: number): Vec3;
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+ GET_OBJECT_SPEED(obj: number): number;
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+ GET_OBJECT_VELOCITY(obj: number): Vec3;
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+ GET_OFFSET_FROM_CAR_IN_WORLD_COORDS(car: number, offset: Vec3): Vec3;
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+ GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(char: number, offset: Vec3): Vec3;
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+ GET_OFFSET_FROM_OBJECT_IN_WORLD_COORDS(obj: number, offset: Vec3): Vec3;
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+ GET_PAD_STATE(player: number, pad: number): number;
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+ GET_PLAYER_CHAR(player: number): number;
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+ GET_PLAYER_COORDINATES(player: number): Vec3;
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+ GET_PLAYER_HEADING(player: number): number;
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+ GET_PLAYER_HEALTH(player: number): number;
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+ GET_PLAYER_ID(): number;
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+ GET_POSITION_OF_ANALOGUE_STICKS(player: number): void;
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+ GET_PROGRESS_PERCENTAGE(): number;
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+ GET_RANDOM_CAR_OF_TYPE_IN_AREA(
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+ pos: Vec3,
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+ radius: number,
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+ model: number
405
+ ): number;
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+ GET_RANDOM_CAR_OF_TYPE_IN_AREA_NO_SAVE(
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+ pos: Vec3,
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+ radius: number,
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+ model: number
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+ ): number;
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+ GET_RANDOM_CHAR_IN_ZONE(
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+ zone: string,
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+ pedType: number,
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+ min: number,
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+ max: number
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+ ): number;
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+ GET_RANDOM_COP_IN_AREA(
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+ pos: Vec3,
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+ radius: number,
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+ a: number,
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+ b: number,
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+ c: number,
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+ d: number
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+ ): number;
425
+ GET_REMOTE_CONTROLLED_CAR(player: number): number;
426
+ GET_TIME_OF_DAY(): void;
427
+ GET_WHEELIE_STATS(car: number): number;
428
+ GIVE_REMOTE_CONTROLLED_CAR_TO_PLAYER(
429
+ player: number,
430
+ pos: Vec3,
431
+ angle: number
432
+ ): void;
433
+ GIVE_REMOTE_CONTROLLED_MODEL_TO_PLAYER(
434
+ player: number,
435
+ pos: Vec3,
436
+ angle: number,
437
+ model: number
438
+ ): void;
439
+ GIVE_WEAPON_TO_CHAR(char: number, weapon: number, ammo: number): void;
440
+ GIVE_WEAPON_TO_PLAYER(player: number, weapon: number, ammo: number): void;
441
+ GRAB_PHONE(x: number, y: number): void;
442
+ HAS_ANIMATION_LOADED(anim: string): number;
443
+ HAS_CAR_BEEN_DAMAGED_BY_WEAPON(car: number, weapon: number): number;
444
+ HAS_CHAR_ATTEMPTED_ATTRACTOR(char: number): number;
445
+ HAS_CHAR_BEEN_DAMAGED_BY_CHAR(char: number, attacker: number): number;
446
+ HAS_CHAR_BEEN_DAMAGED_BY_WEAPON(char: number, weapon: number): number;
447
+ HAS_CHAR_BEEN_PHOTOGRAPHED(char: number): number;
448
+ HAS_CHAR_BOUGHT_ICE_CREAM(char: number): number;
449
+ HAS_CHAR_SPOTTED_PLAYER(char: number, player: number): number;
450
+ HAS_CUTSCENE_FINISHED(): number;
451
+ HAS_DEATHARREST_BEEN_EXECUTED(): number;
452
+ HAS_GLASS_BEEN_SHATTERED_NEARBY(pos: Vec3): number;
453
+ HAS_IMPORT_GARAGE_SLOT_BEEN_FILLED(garage: number, slot: number): number;
454
+ HAS_MISSION_AUDIO_FINISHED(audio: number): number;
455
+ HAS_MISSION_AUDIO_LOADED(audio: number): number;
456
+ HAS_MODEL_LOADED(model: number): number;
457
+ HAS_OBJECT_BEEN_DAMAGED(obj: number): number;
458
+ HAS_OBJECT_COLLIDED_WITH_ANYTHING(obj: number): number;
459
+ HAS_PICKUP_BEEN_COLLECTED(pickup: number): number;
460
+ HAS_PLAYER_GOT_WEAPON(player: number, weapon: number): number;
461
+ HAS_RESPRAY_HAPPENED(car: number): number;
462
+ HAS_SAVE_GAME_FINISHED(): number;
463
+ HAS_SPECIAL_CHARACTER_LOADED(char: number): number;
464
+ HELI_GOTO_COORDS(heli: number, pos: Vec3, altitude: number): void;
465
+ INCREASE_PLAYER_MAX_ARMOUR(player: number, armour: number): void;
466
+ INCREASE_PLAYER_MAX_HEALTH(player: number, health: number): void;
467
+ INITIALISE_OBJECT_PATH(obj: number, speed: number): void;
468
+ IS_ANY_PICKUP_AT_COORDS(pos: Vec3): number;
469
+ IS_AREA_OCCUPIED(
470
+ min: Vec3,
471
+ max: Vec3,
472
+ a: number,
473
+ b: number,
474
+ c: number,
475
+ d: number
476
+ ): number;
477
+ IS_AUSTRALIAN_GAME(): number;
478
+ IS_BUTTON_PRESSED(player: number, button: number): number;
479
+ IS_CAR_DEAD(car: number): number;
480
+ IS_CAR_HEALTH_GREATER(car: number, health: number): number;
481
+ IS_CAR_IN_AIR_PROPER(car: number): number;
482
+ IS_CAR_IN_AREA_2D(car: number, min: Vec2, max: Vec2, flag: number): number;
483
+ IS_CAR_IN_AREA_3D(car: number, min: Vec3, max: Vec3, flag: number): number;
484
+ IS_CAR_IN_MISSION_GARAGE(car: number): number;
485
+ IS_CAR_IN_WATER(car: number): number;
486
+ IS_CAR_MODEL(car: number, model: number): number;
487
+ IS_CAR_ON_FIRE(car: number): number;
488
+ IS_CAR_ON_SCREEN(car: number): number;
489
+ IS_CAR_PASSENGER_SEAT_FREE(car: number, seat: number): number;
490
+ IS_CAR_STOPPED(car: number): number;
491
+ IS_CAR_STOPPED_IN_AREA_2D(
492
+ car: number,
493
+ min: Vec2,
494
+ max: Vec2,
495
+ flag: number
496
+ ): number;
497
+ IS_CAR_STOPPED_IN_AREA_3D(
498
+ car: number,
499
+ min: Vec3,
500
+ max: Vec3,
501
+ flag: number
502
+ ): number;
503
+ IS_CAR_STUCK(car: number): number;
504
+ IS_CAR_STUCK_ON_ROOF(car: number): number;
505
+ IS_CAR_TYRE_BURST(car: number, tyre: number): number;
506
+ IS_CHAR_IN_AREA_2D(char: number, min: Vec2, max: Vec2, flag: number): number;
507
+ IS_CHAR_IN_AREA_3D(char: number, min: Vec3, max: Vec3, flag: number): number;
508
+ IS_CHAR_IN_CAR(char: number): number;
509
+ IS_CHAR_IN_CHARS_CAR(char: number, car: number): number;
510
+ IS_CHAR_IN_FLYING_VEHICLE(char: number): number;
511
+ IS_CHAR_IN_WATER(char: number): number;
512
+ IS_CHAR_MALE(char: number): number;
513
+ IS_CHAR_MODEL(char: number, model: number): number;
514
+ IS_CHAR_ON_FIRE(char: number): number;
515
+ IS_CHAR_ON_SCREEN(char: number): number;
516
+ IS_CHAR_SHOOTING(char: number): number;
517
+ IS_CHAR_STUCK(char: number): number;
518
+ IS_CHAR_TOUCHING_CHAR(char: number, target: number): number;
519
+ IS_CHAR_TOUCHING_VEHICLE(char: number, vehicle: number): number;
520
+ IS_CRANE_LIFTING_CAR(car: number): number;
521
+ IS_CUTSCENE_PLAYING(): number;
522
+ IS_DEBUG_CAMERA_ON(): number;
523
+ IS_EXPLOSION_IN_AREA(type: number, min: Vec3, max: Vec3): number;
524
+ IS_FRENCH_GAME(): number;
525
+ IS_GARAGE_CLOSED(garage: number): number;
526
+ IS_GARAGE_OPEN(garage: number): number;
527
+ IS_GERMAN_GAME(): number;
528
+ IS_HELI_LANDED(heli: number): number;
529
+ IS_MESSAGE_BEING_DISPLAYED(): number;
530
+ IS_MISSION_AUDIO_PLAYING(audio: number): number;
531
+ IS_MOUSE_BUTTON_PRESSED(button: number): number;
532
+ IS_OBJECT_IN_AREA_3D(obj: number, min: Vec3, max: Vec3, flag: number): number;
533
+ IS_OBJECT_ON_SCREEN(obj: number): number;
534
+ IS_OBJECT_STATIC(obj: number): number;
535
+ IS_OBJECT_TOUCHING_OBJECT(a: number, b: number): number;
536
+ IS_OBJECT_VISIBLE(obj: number): number;
537
+ IS_PED_MODEL(ped: number, model: number): number;
538
+ IS_PICKUP_IN_AREA(pos: Vec3, radius: number): number;
539
+ IS_PLAYER_CONTROL_ON(player: number): number;
540
+ IS_PLAYER_DEAD(player: number): number;
541
+ IS_PLAYER_DRIVING_MAVERICK(player: number): number;
542
+ IS_PLAYER_DRIVING_POLICE_MAVERICK(player: number): number;
543
+ IS_PLAYER_DRIVING_RHINO(player: number): number;
544
+ IS_PLAYER_IN_ANGLED_AREA_2D(
545
+ player: number,
546
+ a: Vec2,
547
+ b: Vec2,
548
+ angle: number,
549
+ flag: number
550
+ ): number;
551
+ IS_PLAYER_IN_ANGLED_AREA_3D(
552
+ player: number,
553
+ a: Vec3,
554
+ b: Vec3,
555
+ angle: number,
556
+ flag: number
557
+ ): number;
558
+ IS_PLAYER_IN_AREA_2D(
559
+ player: number,
560
+ min: Vec2,
561
+ max: Vec2,
562
+ flag: number
563
+ ): number;
564
+ IS_PLAYER_IN_AREA_3D(
565
+ player: number,
566
+ min: Vec3,
567
+ max: Vec3,
568
+ flag: number
569
+ ): number;
570
+ IS_PLAYER_IN_CAR(player: number): number;
571
+ IS_PLAYER_IN_REMOTE_MODE(player: number): number;
572
+ IS_PLAYER_IN_TAXI(player: number): number;
573
+ IS_PLAYER_IN_WATER(player: number): number;
574
+ IS_PLAYER_ON_GROUND(player: number): number;
575
+ IS_PLAYER_PLAYING(player: number): number;
576
+ IS_PLAYER_SITTING_IN_CAR(player: number): number;
577
+ IS_PLAYER_SITTING_IN_ANY_CAR(player: number): number;
578
+ IS_PLAYER_USING_JET_PACK(player: number): number;
579
+ IS_POINT_OBSCURED_BY_MISSION_CLEAR_SAVE(
580
+ a: Vec3,
581
+ b: Vec3,
582
+ x: number,
583
+ y: number
584
+ ): number;
585
+ IS_RADAR_ON(): number;
586
+ IS_SNIPER_BULLET_IN_AREA(a: Vec3, b: Vec3): number;
587
+ IS_THIS_MODEL_A_BOAT(model: number): number;
588
+ IS_THIS_MODEL_A_CAR(model: number): number;
589
+ IS_THIS_MODEL_A_HELI(model: number): number;
590
+ IS_THIS_MODEL_A_PLANE(model: number): number;
591
+ IS_THIS_MODEL_A_TRAIN(model: number): number;
592
+ LINE_OF_SIGHT_CLEAR(
593
+ a: Vec3,
594
+ b: Vec3,
595
+ flag1: number,
596
+ flag2: number,
597
+ flag3: number
598
+ ): number;
599
+ LOAD_ALL_MODELS_NOW(): void;
600
+ LOAD_CUTSCENE(name: string): void;
601
+ LOAD_MISSION_AUDIO(audio: number, name: string): void;
602
+ LOAD_MODEL(model: number): void;
603
+ LOAD_SPECIAL_CHARACTER(char: number, name: string): void;
604
+ LOCK_CAR_DOORS(car: number, lock: number): void;
605
+ LOCK_CHAR(char: number, lock: number): void;
606
+ LOCK_OBJECT(obj: number, lock: number): void;
607
+ LOCK_PLAYER_CONTROL(player: number, lock: number): void;
608
+ MAKE_CROWD_FLEE_AT_ENTRY_POINT(pos: Vec3, radius: number): void;
609
+ MAKE_PLAYER_FIRE_PROOF(player: number, proof: number): void;
610
+ MAKE_PLAYER_SAFE_FROM_EXPLOSIONS(player: number, safe: number): void;
611
+ MAKE_PLAYER_UNKILLABLE_AFTER_ONE_HIT(
612
+ player: number,
613
+ unkillable: number
614
+ ): void;
615
+ MARK_CAR_AS_CONVOY_CAR(car: number, convoy: number): void;
616
+ MARK_CHAR_AS_CONVOY_CHAR(char: number, convoy: number): void;
617
+ MARK_OBJECT_AS_CONVOY_OBJECT(obj: number, convoy: number): void;
618
+ MARK_PICKUP_AS_COLLECTED(pickup: number): void;
619
+ MISSION_AUDIO_PLAY(): void;
620
+ MOVE_PLAYER_TO_COORDS(player: number, pos: Vec3, speed: number): void;
621
+ NO_SPECIAL_CAMERA_FOR_NON_PLAYER_CARS(): void;
622
+ OPEN_GARAGE(garage: number): void;
623
+ OVERRIDE_HOSPITAL_LEVEL(level: number): void;
624
+ OVERRIDE_NEXT_RESTART(pos: Vec3, angle: number): void;
625
+ OVERRIDE_POLICE_STATION_LEVEL(level: number): void;
626
+ PASS_CURRENT_MISSION(): void;
627
+ PAUSE_CURRENT_MISSION(): void;
628
+ PLAYER_MADE_PROGRESS(player: number): number;
629
+ PLAY_ANIM(
630
+ char: number,
631
+ anim: string,
632
+ group: string,
633
+ speed: number,
634
+ loop: number,
635
+ unk: number,
636
+ unk2: number,
637
+ unk3: number
638
+ ): void;
639
+ PLAY_CAR_ANIM(car: number, anim: string, group: string): void;
640
+ PLAY_CUTSCENE(): void;
641
+ PLAY_END_OF_GAME_RANT(): void;
642
+ PLAY_MISSION_AUDIO(audio: number): void;
643
+ PLAY_OBJECT_ANIM(
644
+ obj: number,
645
+ anim: string,
646
+ group: string,
647
+ speed: number,
648
+ loop: number,
649
+ unk: number
650
+ ): void;
651
+ PLAY_ONSCREEN_TIMER(timer: number): void;
652
+ PLAY_SOUND(sound: number): void;
653
+ PLAY_SOUND_FROM_OBJECT(sound: number, obj: number): void;
654
+ POINT_CAMERA_AT_CAR(car: number, type: number, speed: number): void;
655
+ POINT_CAMERA_AT_CHAR(char: number, type: number, speed: number): void;
656
+ POINT_CAMERA_AT_PLAYER(player: number, type: number, speed: number): void;
657
+ PRINT(text: string, time: number, flag: number): void;
658
+ PRINT_BIG(text: string, time: number, flag: number): void;
659
+ PRINT_HELP(text: string): void;
660
+ PRINT_NOW(text: string, time: number, flag: number): void;
661
+ PRINT_WITH_2_NUMBERS(
662
+ text: string,
663
+ n1: number,
664
+ n2: number,
665
+ time: number,
666
+ flag: number
667
+ ): void;
668
+ PRINT_WITH_NUMBER(
669
+ text: string,
670
+ num: number,
671
+ time: number,
672
+ flag: number
673
+ ): void;
674
+ REGISTER_CAR_GENERATOR(
675
+ car: number,
676
+ a: number,
677
+ b: number,
678
+ c: number,
679
+ d: number,
680
+ e: number,
681
+ f: number
682
+ ): void;
683
+ REGISTER_ODDJOB_MISSION_PASSED(mission: number): void;
684
+ REGISTER_TAXI_DROPOFF_POINT(point: number): void;
685
+ REMOVE_BLIP(blip: number): void;
686
+ REMOVE_CAR_FROM_GARAGE(): void;
687
+ REMOVE_CHAR_FROM_GROUP(char: number): void;
688
+ REMOVE_CHAR_FROM_OBJECT(char: number): void;
689
+ REMOVE_CHAR_TETHER(char: number): void;
690
+ REMOVE_PARTICLE_EFFECTS_IN_AREA(pos: Vec3, radius: number): void;
691
+ REMOVE_PLAYER_FROM_CAR(player: number): void;
692
+ REMOVE_ROUTE(): void;
693
+ REMOVE_WEAPON_FROM_CHAR(char: number, weapon: number): void;
694
+ REMOVE_WEAPON_FROM_PLAYER(player: number, weapon: number): void;
695
+ REPORT_MISSION_AUDIO_EVENT_AT_POSITION(name: string, pos: Vec3): void;
696
+ REQUEST_CAR_MODEL(model: number): void;
697
+ REQUEST_CHAR_MODEL(model: number): void;
698
+ REQUEST_COLLISION(pos: Vec3): void;
699
+ REQUEST_OBJECT_MODEL(model: number): void;
700
+ RESET_CAR_WHEELS(car: number): void;
701
+ RESET_HAVOC_CAUSED_BY_PLAYER(player: number): void;
702
+ RESET_PLAYER_CONTROL(player: number): void;
703
+ RESTORE_CAMERA(): void;
704
+ RESTORE_CAMERA_JUMPCUT(): void;
705
+ RESTORE_PLAYER_AFTER_ONE_HIT_KILL(player: number): void;
706
+ RESUME_CURRENT_MISSION(): void;
707
+ SET_ALPHA_FOR_ALL_CARS(alpha: number): void;
708
+ SET_ALPHA_FOR_ALL_CHARS(alpha: number): void;
709
+ SET_ALPHA_FOR_ALL_OBJECTS(alpha: number): void;
710
+ SET_AMBIENT_ZONE_CONTROL(zone: number, a: number, b: number): void;
711
+ SET_AMMO_TO_CHAR(char: number, weapon: number, ammo: number): void;
712
+ SET_AREA_VISIBLE(area: number): void;
713
+ SET_BOAT_CRUISE_SPEED(boat: number, speed: number): void;
714
+ SET_CAMERA_BEHIND_PLAYER(): void;
715
+ SET_CAMERA_CONTROL(control: number): void;
716
+ SET_CAMERA_IN_FRONT_OF_PLAYER(): void;
717
+ SET_CAMERA_POSITION(pos: Vec3, duration: number): void;
718
+ SET_CAMERA_ZOOM(zoom: number): void;
719
+ SET_CAR_AS_MISSION_CAR(car: number, mission: number): void;
720
+ SET_CAR_CAN_BE_DAMAGED(car: number, can: number): void;
721
+ SET_CAR_CAN_BE_VISIBLY_DAMAGED(car: number, can: number): void;
722
+ SET_CAR_DENSITY(density: number): void;
723
+ SET_CAR_DOOR_OPEN(
724
+ car: number,
725
+ door: number,
726
+ open: number,
727
+ delay: number
728
+ ): void;
729
+ SET_CAR_ENGINE_BROKEN(car: number, broken: number): void;
730
+ SET_CAR_FORWARD_SPEED(car: number, speed: number): void;
731
+ SET_CAR_HEALTH(car: number, health: number): void;
732
+ SET_CAR_HEAVY(car: number, heavy: number): void;
733
+ SET_CAR_HYDRAULICS(car: number, hydraulics: number): void;
734
+ SET_CAR_IMMUNITIES(
735
+ car: number,
736
+ a: number,
737
+ b: number,
738
+ c: number,
739
+ d: number
740
+ ): void;
741
+ SET_CAR_IMPULSE(car: number, impulse: Vec3): void;
742
+ SET_CAR_IMPULSE_POSITION(car: number, pos: Vec3, impulse: Vec3): void;
743
+ SET_CAR_LIGHT_MULTIPLIER(mult: number): void;
744
+ SET_CAR_LOGGED(car: number, logged: number): void;
745
+ SET_CAR_MODEL(car: number, model: number): void;
746
+ SET_CAR_ON_FIRE(car: number, fire: number): void;
747
+ SET_CAR_PROOFS(car: number, a: number, b: number, c: number, d: number): void;
748
+ SET_CAR_ROCKET_PROPERTIES(car: number, a: number, b: number, c: number): void;
749
+ SET_CAR_STATUS(car: number, status: number): void;
750
+ SET_CAR_STAY_IN_SLOW_LANE(car: number, stay: number): void;
751
+ SET_CAR_STRONG(car: number, strong: number): void;
752
+ SET_CAR_TEMP_ACTION(car: number, action: number, time: number): void;
753
+ SET_CAR_TRACTION(traction: number): void;
754
+ SET_CAR_USED_BY_PLAYER(car: number, used: number): void;
755
+ SET_CAR_VISIBLE(car: number, visible: number): void;
756
+ SET_CHAR_ACCURACY(char: number, accuracy: number): void;
757
+ SET_CHAR_ACTIONABLE_BY_PLAYER(char: number, actionable: number): void;
758
+ SET_CHAR_ADVANCE_PAUSE(char: number): void;
759
+ SET_CHAR_AMMO(char: number, weapon: number, ammo: number): void;
760
+ SET_CHAR_ANIM_SPEED(char: number, speed: number): void;
761
+ SET_CHAR_APPEARANCE(char: number, appearance: number): void;
762
+ SET_CHAR_AREA_VISIBLE(char: number, area: number): void;
763
+ SET_CHAR_AS_LEADER(char: number, leader: number): void;
764
+ SET_CHAR_AS_PLAYER_FRIEND(char: number, friend: number): void;
765
+ SET_CHAR_AS_TARGET(char: number, target: number): void;
766
+ SET_CHAR_CANT_BE_DRAGGED_OUT(char: number, cant: number): void;
767
+ SET_CHAR_COLLISION(char: number, collision: number): void;
768
+ SET_CHAR_COORDINATES(char: number, pos: Vec3): void;
769
+ SET_CHAR_COORDINATES_DONT_WARP_GANG(char: number, pos: Vec3): void;
770
+ SET_CHAR_DECISION_MAKER(char: number, decision: number): void;
771
+ SET_CHAR_DROWN_IN_WATER(char: number, drown: number): void;
772
+ SET_CHAR_FIRE_DAMAGE_MULTIPLIER(char: number, mult: number): void;
773
+ SET_CHAR_HEADING(char: number, heading: number): void;
774
+ SET_CHAR_HEALTH(char: number, health: number): void;
775
+ SET_CHAR_HEED_THREATS(char: number, heed: number): void;
776
+ SET_CHAR_HIGHEST_PRIORITY(char: number, priority: number): void;
777
+ SET_CHAR_IGNORE_LEVEL_LOADS(char: number, ignore: number): void;
778
+ SET_CHAR_KINDA_STAY_IN_SAME_PLACE(char: number, stay: number): void;
779
+ SET_CHAR_MONEY(char: number, money: number): void;
780
+ SET_CHAR_NEVER_LEAVE_GROUP(char: number, never: number): void;
781
+ SET_CHAR_OBJ_WAIT_ON_FOOT(): void;
782
+ SET_CHAR_ONLY_DAMAGED_BY(char: number, damager: number): void;
783
+ SET_CHAR_OUSTED(char: number, ousted: number): void;
784
+ SET_CHAR_PERSONALITY(char: number, personality: number, flags: number): void;
785
+ SET_CHAR_REFUSE_TO_DIE(char: number, refuse: number): void;
786
+ SET_CHAR_RELATIONSHIP(
787
+ char: number,
788
+ relationship: number,
789
+ target: number
790
+ ): void;
791
+ SET_CHAR_SAY(char: number, speech: string): void;
792
+ SET_CHAR_SAY_CONTEXT(char: number, speech: string, context: string): void;
793
+ SET_CHAR_SAY_CONTEXT_IMPORTANT(
794
+ char: number,
795
+ speech: string,
796
+ context: string
797
+ ): void;
798
+ SET_CHAR_SAY_IMPORTANT(char: number, speech: string): void;
799
+ SET_CHAR_STAY_IN_CAR_WHEN_JACKED(char: number, stay: number): void;
800
+ SET_CHAR_STOP_SHOOT(distance: number): void;
801
+ SET_CHAR_SUFFERS_CRITICAL_HITS(char: number, suffers: number): void;
802
+ SET_CHAR_TARGETABLE(char: number, targetable: number): void;
803
+ SET_CHAR_THREAT_SEARCH(char: number, search: number): void;
804
+ SET_CHAR_VISIBLE(char: number, visible: number): void;
805
+ SET_CHAR_WAIT_STATE(char: number, state: number): void;
806
+ SET_CHAR_WEAPON_DAMAGE_MULTIPLIER(char: number, mult: number): void;
807
+ SET_COLLECTABLE1_TOTAL(total: number): void;
808
+ SET_CURRENT_CHAR_WEAPON(char: number, weapon: number): void;
809
+ SET_CURRENT_PLAYER_WEAPON(player: number, weapon: number): void;
810
+ SET_CUTSCENE_OFFSET(offset: Vec3): void;
811
+ SET_CUTSCENE_PED_COMPONENT(
812
+ char: number,
813
+ component: string,
814
+ value: number
815
+ ): void;
816
+ SET_DEATH_WEAPONS_PERSIST(persist: number): void;
817
+ SET_DISPLAY_CAR_NAMES(display: number): void;
818
+ SET_DISPLAY_WEAPON_NAMES(display: number): void;
819
+ SET_DRIVE_BY_ATTACK_MODE(mode: number): void;
820
+ SET_ENTER_CAR_RANGE(range: number): void;
821
+ SET_EXTRA_COLOURS(car: number, c1: number, c2: number): void;
822
+ SET_FADING_COLOUR(r: number, g: number, b: number): void;
823
+ SET_FIND_PICKUP_COLOUR(colour: number): void;
824
+ SET_FLIGHT_MODEL(model: number): void;
825
+ SET_FOLLOW_PED_FIELD_OF_VIEW(fov: number): void;
826
+ SET_FREEBIES_IN_VEHICLES(freebies: number): void;
827
+ SET_GAME_HEADING(heading: number): void;
828
+ SET_GANG_AREA_VISIBLE(visible: number): void;
829
+ SET_GANG_ATTACKS_ENABLED(enabled: number): void;
830
+ SET_GANG_CAR_MODEL(gang: number, model: number, model2: number): void;
831
+ SET_GANG_PED_MODEL_FOR_CAR_MODEL(
832
+ gang: number,
833
+ model: number,
834
+ model2: number
835
+ ): void;
836
+ SET_GANG_WEAPONS(gang: number, weapon: number, weapon2: number): void;
837
+ SET_GARAGE_CAMERA_FOLLOWS_PLAYER(follow: number): void;
838
+ SET_GARAGE_DONT_RENDER_MOTORCYCLE(garage: number, dont: number): void;
839
+ SET_GARAGE_DOOR_OPEN_CLOSE(garage: number, open: number): void;
840
+ SET_GENERATE_CARS_AROUND_CAMERA(generate: number): void;
841
+ SET_GET_OUT_OF_TAXI(distance: number): void;
842
+ SET_GRAVITY(gravity: number): void;
843
+ SET_GROUP_ALWAYS_PROCESS(group: number, process: number): void;
844
+ SET_GROUP_FOLLOW_STATUS(group: number, status: number): void;
845
+ SET_GROUP_MEMBER(group: number, member: number): void;
846
+ SET_GROUP_MEMBER_HUD_CHAR(group: number, char: number): void;
847
+ SET_GROUP_SEPARATION_RANGE(range: number): void;
848
+ SET_HAS_BEEN_OWNED_FOR_TAXI(car: number, owned: number): void;
849
+ SET_HELI_BLADES_FULL_SPEED(heli: number): void;
850
+ SET_HELI_ORIENTATION(heli: number, x: number, y: number, z: number): void;
851
+ SET_HELI_STABILISER(heli: number, stabilise: number): void;
852
+ SET_HIDE_CAR_IN_GARAGE(car: number, garage: number): void;
853
+ SET_HUD_VISIBLE(visible: number): void;
854
+ SET_IGNORE_PICKUPS(player: number, ignore: number): void;
855
+ SET_INFINITE_PLAYER_CONTROL(player: number, control: number): void;
856
+ SET_INTERIOR(interior: number): void;
857
+ SET_INTERPOLATION_PARAMETERS(a: number, b: number): void;
858
+ SET_ISLAND_LOADED(loaded: number): void;
859
+ SET_MAX_WANTED_LEVEL(level: number): void;
860
+ SET_MENU_VISIBLE(visible: number): void;
861
+ SET_MISSION_AUDIO_POSITION(audio: number, pos: Vec3): void;
862
+ SET_MISSION_RESPECT_TOTAL(total: number): void;
863
+ SET_NEAR_CLIP(clip: number): void;
864
+ SET_NIGHT_VISION(night: number): void;
865
+ SET_NO_DUCKING_FOR_PLAYER(player: number, noduck: number): void;
866
+ SET_OBJECT_ALPHA(obj: number, alpha: number): void;
867
+ SET_OBJECT_AS_COLLECTABLE1(obj: number): void;
868
+ SET_OBJECT_AS_STEALABLE(obj: number, stealable: number): void;
869
+ SET_OBJECT_COLLISION(obj: number, collision: number): void;
870
+ SET_OBJECT_COORDINATES(obj: number, pos: Vec3): void;
871
+ SET_OBJECT_DYNAMIC(obj: number, dynamic: number): void;
872
+ SET_OBJECT_HEADING(obj: number, heading: number): void;
873
+ SET_OBJECT_HEALTH(obj: number, health: number): void;
874
+ SET_OBJECT_ON_FIRE(obj: number, fire: number): void;
875
+ SET_OBJECT_ONLY_DAMAGED_BY(obj: number, damager: number): void;
876
+ SET_OBJECT_RECORDS_COLLISIONS(obj: number, record: number): void;
877
+ SET_OBJECT_VELOCITY(obj: number, vel: Vec3): void;
878
+ SET_OBJECT_VISIBLE(obj: number, visible: number): void;
879
+ SET_ONSCREEN_TIMER_DISPLAY(timer: number, display: number): void;
880
+ SET_PED_AS_COP(ped: number, cop: number): void;
881
+ SET_PED_DENSITY(density: number): void;
882
+ SET_PED_TYPE_THREAT(
883
+ pedType: number,
884
+ threat: number,
885
+ targetType: number
886
+ ): void;
887
+ SET_PHONE_MESSAGE(
888
+ msg: number,
889
+ text: string,
890
+ x: number,
891
+ y: number,
892
+ w: number,
893
+ h: number
894
+ ): void;
895
+ SET_PLAYER_AMMO(player: number, weapon: number, ammo: number): void;
896
+ SET_PLAYER_CAN_BE_DAMAGED(player: number, can: number): void;
897
+ SET_PLAYER_CAN_DO_DRIVE_BY(player: number, can: number): void;
898
+ SET_PLAYER_CONTROL(player: number, control: number): void;
899
+ SET_PLAYER_COORDINATES(player: number, pos: Vec3): void;
900
+ SET_PLAYER_DRIVING_HAND_BRAKE(player: number, brake: number): void;
901
+ SET_PLAYER_HEADING(player: number, heading: number): void;
902
+ SET_PLAYER_HEALTH(player: number, health: number): void;
903
+ SET_PLAYER_ICON(x: number, y: number, icon: number, colour: number): void;
904
+ SET_PLAYER_IN_CAR(player: number, car: number): void;
905
+ SET_PLAYER_IS_IN_STADIUM(player: number, inStadium: number): void;
906
+ SET_PLAYER_JET_PACK(player: number, jetpack: number): void;
907
+ SET_PLAYER_MAY_NOT_ENTER_CAR(player: number, mayNot: number): void;
908
+ SET_PLAYER_MAY_ONLY_ENTER_CAR(player: number, mayOnly: number): void;
909
+ SET_PLAYER_NEVER_GETS_TIRED(player: number, never: number): void;
910
+ SET_PLAYER_PERSONALITY(player: number, personality: number): void;
911
+ SET_PLAYER_STOP_PLAYING(player: number): void;
912
+ SET_PLAYER_TARGETABLE(player: number, targetable: number): void;
913
+ SET_PLAYER_VISIBLE(player: number, visible: number): void;
914
+ SET_PLAYER_WANTED_LEVEL(player: number, level: number): void;
915
+ SET_PLAYER_WANTED_LEVEL_NO_DROP(player: number, level: number): void;
916
+ SET_POLICE_FOCUS(player: number): void;
917
+ SET_POLICE_IGNORE_PLAYER(player: number, ignore: number): void;
918
+ SET_PROPERTY_AS_OWNED(property: number): void;
919
+ SET_RADIO_CHANNEL(channel: number): void;
920
+ SET_RADIO_STATION(station: number): void;
921
+ SET_RELATIONSHIP(
922
+ relGroup: number,
923
+ relation: number,
924
+ targetGroup: number
925
+ ): void;
926
+ SET_TIME_OF_DAY(h: number, m: number): void;
927
+ SET_TRAFFIC_DENSITY(density: number): void;
928
+ SET_TRAIN_SPEED(train: number, speed: number): void;
929
+ SET_WATER_HEIGHT(height: number): void;
930
+ SET_WAVES_HEIGHT(height: number): void;
931
+ SET_WEATHER(weather: number): void;
932
+ SET_WIDESCREEN(widescreen: number): void;
933
+ SET_WIND(wind: number): void;
934
+ SHOW_ATTEMPT_GAUGE(show: number, style: number): void;
935
+ SHOW_NEARBY_CARS_ON_RADAR(show: number): void;
936
+ SHOW_PLAYER_ICON_ON_RADAR(
937
+ x: number,
938
+ y: number,
939
+ icon: number,
940
+ colour: number
941
+ ): void;
942
+ START_CAR_FIRE(car: number): void;
943
+ START_PARTICLE_EFFECT(
944
+ effect: number,
945
+ pos: Vec3,
946
+ dir: Vec3,
947
+ scale: number
948
+ ): void;
949
+ START_SCRIPT_FIRE(pos: Vec3, fire: number): void;
950
+ STOP_CAR(car: number): void;
951
+ STOP_PARTICLE_EFFECT(effect: number): void;
952
+ STOP_SCRIPT_FIRE(pos: Vec3): void;
953
+ STORE_CAR_CHAR_AND_FLEE_PLAYER(
954
+ car: number,
955
+ char: number,
956
+ player: number
957
+ ): void;
958
+ STORE_CAR_IN_GARAGE(car: number): void;
959
+ SWAP_NEAREST_BUILDING_MODEL(
960
+ oldModel: number,
961
+ newModel: number,
962
+ pos: Vec3,
963
+ radius: number
964
+ ): void;
965
+ SWITCH_CAR_GENERATOR(generator: number, enable: number): void;
966
+ SWITCH_EMERGENCY_SERVICES(enable: number): void;
967
+ SWITCH_ENTRY_EXIT(enable: number): void;
968
+ SWITCH_OBJECT_BRAIN(obj: number, brain: number): void;
969
+ SWITCH_PED_ROADS(enable: number, a: number): void;
970
+ SWITCH_PED_ROADS_BACK_TO_ORIGINAL(a: number): void;
971
+ SWITCH_PED_ROADS_ON_OFF(enable: number, a: number): void;
972
+ SWITCH_RAIN(rain: number): void;
973
+ SWITCH_RANDOM_TRAINS(trains: number): void;
974
+ SWITCH_ROADS_BACK_TO_ORIGINAL(): void;
975
+ SWITCH_STREAMING(streaming: number): void;
976
+ SWITCH_WIDESCREEN(widescreen: number): void;
977
+ SWITCH_WORLD_PROCESSING(processing: number): void;
978
+ TASK_DEAD(char: number): void;
979
+ TASK_DIE(char: number): void;
980
+ TASK_DUCK(char: number, duck: number): void;
981
+ TASK_FOLLOW_PATH_NODES(
982
+ char: number,
983
+ pos: Vec3,
984
+ speed: number,
985
+ unk: number
986
+ ): void;
987
+ TASK_FOLLOW_PATH_NODES_WITH_RADIUS(
988
+ char: number,
989
+ pos: Vec3,
990
+ speed: number,
991
+ unk: number
992
+ ): void;
993
+ TASK_GO_TO_COORD(char: number, pos: Vec3, speed: number, unk: number): void;
994
+ TASK_GO_TO_COORD_ANY_MEANS(
995
+ char: number,
996
+ pos: Vec3,
997
+ speed: number,
998
+ unk: number
999
+ ): void;
1000
+ TASK_KILL_CHAR(char: number, target: number): void;
1001
+ TASK_KILL_CHAR_ON_FOOT(char: number, target: number): void;
1002
+ TASK_LOOK_AT_CHAR(
1003
+ char: number,
1004
+ target: number,
1005
+ time: number,
1006
+ unk: number
1007
+ ): void;
1008
+ TASK_PAUSE(char: number, time: number): void;
1009
+ TASK_PICK_UP_OBJECT(
1010
+ char: number,
1011
+ obj: number,
1012
+ offset: number,
1013
+ unk: number
1014
+ ): void;
1015
+ TASK_PLAY_ANIM(
1016
+ char: number,
1017
+ anim: string,
1018
+ group: string,
1019
+ speed: number,
1020
+ loop: number,
1021
+ unk: number,
1022
+ unk2: number,
1023
+ unk3: number
1024
+ ): void;
1025
+ TASK_SHUFFLE_TO_NEXT_CAR_SEAT(char: number, car: number): void;
1026
+ TASK_SIT_DOWN(char: number, duration: number): void;
1027
+ TASK_SIT_IDLE(char: number, idle: number): void;
1028
+ TASK_SIT_NOW(char: number, sit: number): void;
1029
+ TASK_SIT_UP(char: number, sitUp: number): void;
1030
+ TASK_SLIDE_TO_COORD_AND_PLAY_ANIM(
1031
+ char: number,
1032
+ pos: Vec3,
1033
+ speed: number,
1034
+ unk: number,
1035
+ unk2: number,
1036
+ anim: string,
1037
+ group: string,
1038
+ speed2: number,
1039
+ loop: number,
1040
+ unk3: number,
1041
+ unk4: number,
1042
+ unk5: number,
1043
+ unk6: number
1044
+ ): void;
1045
+ TASK_STAND_STILL(char: number, time: number): void;
1046
+ TASK_SWAP_WEAPON(char: number, weapon: number): void;
1047
+ TASK_SWIM(char: number, pos: Vec3): void;
1048
+ TASK_TOGGLE_DUCK(char: number, duck: number): void;
1049
+ TASK_USE_ATTRACTOR(
1050
+ char: number,
1051
+ attractor: number,
1052
+ unk: number,
1053
+ unk2: number
1054
+ ): void;
1055
+ TASK_USE_MOBILE_PHONE(char: number, use: number): void;
1056
+ TELEPORT_PLAYER_TO_COORDS(player: number, pos: Vec3): void;
1057
+ TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME(name: string): void;
1058
+ TOGGLE_ALL_MPSTATS(a: number, b: number): void;
1059
+ TOGGLE_CAR_GENERATORS(enable: number): void;
1060
+ TOGGLE_CLOCK(enable: number): void;
1061
+ TOGGLE_FRONTEND_ACTIVE(active: number): void;
1062
+ TOGGLE_INTERIOR_NAMES(enable: number): void;
1063
+ TOGGLE_MAP_BLIPS(enable: number): void;
1064
+ TOGGLE_SAVE_MENU(enable: number): void;
1065
+ TOGGLE_WEAPON_PICKUPS(enable: number): void;
1066
+ TURN_CAR_TOWARD_COORD(car: number, pos: Vec3): void;
1067
+ TURN_CHAR_TO_FACE_CHAR(char: number, target: number): void;
1068
+ UNDO_BUILDING_SWAPS(
1069
+ oldModel: number,
1070
+ newModel: number,
1071
+ pos: Vec3,
1072
+ radius: number
1073
+ ): void;
1074
+ UNLOCK_GARAGE(garage: number): void;
1075
+ UNPAUSE_CURRENT_MISSION(): void;
1076
+ UPDATE_CAMERA(pos: Vec3, target: Vec3, speed: number): void;
1077
+ WARP_CHAR_FROM_CAR_TO_COORD(char: number, pos: Vec3): void;
1078
+ WARP_CHAR_INTO_CAR(char: number, car: number): void;
1079
+ WARP_CHAR_INTO_CAR_AS_PASSENGER(
1080
+ char: number,
1081
+ car: number,
1082
+ seat: number
1083
+ ): void;
1084
+ WARP_PLAYER_FROM_CAR_TO_COORD(player: number, pos: Vec3): void;
1085
+ WARP_PLAYER_INTO_CAR(player: number, car: number): void;
1086
+ WARP_PLAYER_INTO_CAR_AS_PASSENGER(
1087
+ player: number,
1088
+ car: number,
1089
+ seat: number
1090
+ ): void;
1091
+ }