import { AnimationFlags, DrivingStyle, FiringPattern, LeaveVehicleFlags, VehicleSeat } from './enums'; import { Entity, Ped, Vehicle } from './models'; import { TaskSequence } from './TaskSequence'; import { Vector3 } from './utils'; export declare class Tasks { private ped; constructor(ped: Ped); achieveHeading(heading: number, timeout?: number): void; blockTemporaryEvents(block?: boolean): void; aimAt(target: Entity | Vector3, duration: number): void; arrest(ped: Ped): void; chatTo(ped: Ped): void; jump(): void; climb(): void; climbLadder(): void; cower(duration: number): void; chaseWithGroundVehicle(target: Entity): void; chaseWithHelicopter(target: Entity, offset: Vector3): void; chaseWithPlane(target: Entity, offset: Vector3): void; cruiseWithVehicle(vehicle: Vehicle, speed: number, drivingstyle?: DrivingStyle): void; driveTo(vehicle: Vehicle, target: Vector3, radius: number, speed: number, drivingstyle?: DrivingStyle): void; enterAnyVehicle(seat?: VehicleSeat, timeout?: number, speed?: number, flag?: number): void; static everyoneLeaveVehicle(vehicle: Vehicle): void; fightAgainst(target: Ped, duration?: number): void; fightAgainstHatedTargets(radius: number, duration?: number): void; fleeFrom(pedOrPosition: Ped | Vector3, duration?: number): void; followPointRoute(points: Vector3[]): void; followToOffsetFromEntity(target: Entity, offset: Vector3, timeout: number, stoppingRange: number, movementSpeed?: number, persistFollowing?: boolean): void; goTo(position: Vector3, ignorePaths?: boolean, timeout?: number, speed?: number): void; goToEntity(target: Entity, offset?: Vector3 | null, timeout?: number): void; guardCurrentPosition(): void; handsUp(duration: number): void; landPlane(startPosition: Vector3, touchdownPosition: Vector3, plane?: Vehicle | null): void; lookAt(targetOrPosition: Entity | Vector3, duration?: number): void; parachuteTo(position: Vector3): void; parkVehicle(vehicle: Vehicle, position: Vector3, heading: number, radius?: number, keepEngineOn?: boolean): void; performSequence(sequence: TaskSequence): void; playAnimation(animDict: string, animName: string, blendInSpeed: number, blendOutSpeed: number, duration: number, playbackRate: number, flags: AnimationFlags): Promise; reactAndFlee(ped: Ped): void; reloadWeapon(): void; shootAt(targetOrPosition: Ped | Vector3, duration?: number, pattern?: FiringPattern): void; shuffleToNextVehicleSeat(vehicle: Vehicle): void; skyDive(): void; slideTo(position: Vector3, heading: number, duration?: number): void; standStill(duration: number): void; startScenario(name: string, position: Vector3, heading?: number, duration?: number, sittingScenario?: boolean, teleport?: boolean): void; swapWeapon(): void; turnTo(targetOrPosition: Entity | Vector3, duration?: number): void; useParachute(): void; useMobilePhone(duration?: number): void; putAwayParachute(): void; putAwayMobilePhone(): void; vehicleChase(target: Ped): void; vehicleShootAtPed(target: Ped): void; wait(duration: number): void; wanderAround(position?: Vector3, radius?: number): void; warpIntoVehicle(vehicle: Vehicle, seat: VehicleSeat): void; warpOutOfVehicle(vehicle: Vehicle, flags: LeaveVehicleFlags): void; isPlayingAnim(dict: string, anim: string, taskFlag?: number): boolean; clearAll(): void; clearAllImmediately(): void; clearLookAt(): void; clearSecondary(): void; clearAnimation(animDict: string, animName: string): void; }