import { Player, Vector3 } from '../'; import { DrivingStyle, FiringPattern, Gender, HelmetType, RagdollType, SpeechModifier, VehicleSeat } from '../enums'; import { WeaponHash } from '../hashes'; import { Tasks } from '../Tasks'; import { Entity, PedBoneCollection, Vehicle } from './'; import { WeaponCollection } from '../weapon/WeaponCollection'; export declare class Ped extends Entity { static exists(ped: Ped): boolean; private pedBones; private weapons; private readonly speechModifierNames; private tasks; constructor(handle: number); get Player(): Player; get Money(): number; set Money(amount: number); get Gender(): Gender; get Armor(): number; set Armor(amount: number); get Accuracy(): number; set Accuracy(accuracy: number); get Health(): number; set Health(amount: number); get MaxHealth(): number; set MaxHealth(amount: number); set Sweat(value: number); set WetnessHeight(value: number); set Voice(value: string); set ShootRate(value: number); get WasKilledByStealth(): boolean; get WasKilledByTakedown(): boolean; get SeatIndex(): VehicleSeat; get CurrentVehicle(): Vehicle | null; get LastVehicle(): Vehicle | null; get VehicleTryingToEnter(): Vehicle | null; get IsJumpingOutOfVehicle(): boolean; set StaysInVehicleWhenJacked(value: boolean); set MaxDrivingSpeed(value: number); get IsHuman(): boolean; set IsEnemy(value: boolean); set IsPriorityTargetForEnemies(value: boolean); get IsPlayer(): boolean; get IsCuffed(): boolean; get IsWearingHelmet(): boolean; get IsRagdoll(): boolean; get IsIdle(): boolean; get IsProne(): boolean; set IsDucking(value: boolean); get IsDucking(): boolean; get IsGettingUp(): boolean; get IsClimbing(): boolean; get IsJumping(): boolean; get IsFalling(): boolean; get IsStopped(): boolean; get IsWalking(): boolean; get IsRunning(): boolean; get IsSprinting(): boolean; get IsDiving(): boolean; get IsInParachuteFreeFall(): boolean; get IsSwimming(): boolean; get IsSwimmingUnderWater(): boolean; get IsVaulting(): boolean; get IsOnBike(): boolean; get IsOnFoot(): boolean; get IsInSub(): boolean; get IsInTaxi(): boolean; get IsInTrain(): boolean; get IsInHeli(): boolean; get IsInPlane(): boolean; get IsInFlyingVehicle(): boolean; get IsInBoat(): boolean; get IsInPoliceVehicle(): boolean; get IsJacking(): boolean; get IsBeingJacked(): boolean; get IsGettingIntoAVehicle(): boolean; get IsTryingToEnterALockedVehicle(): boolean; get IsInjured(): boolean; get IsFleeing(): boolean; get IsInCombat(): boolean; get IsInMeleeCombat(): boolean; get IsInStealthMode(): boolean; get IsAmbientSpeechPlaying(): boolean; get IsScriptedSpeechPlaying(): boolean; get IsAnySpeechPlaying(): boolean; get IsAmbientSpeechEnabled(): boolean; set IsPainAudioEnabled(value: boolean); get IsPlantingBomb(): boolean; get IsShooting(): boolean; get IsAiming(): boolean; get IsReloading(): boolean; get IsDoingDriveby(): boolean; get IsGoingIntoCover(): boolean; get IsBeingStunned(): boolean; get IsBeingStealthKilled(): boolean; get IsPerformingStealthKill(): boolean; get IsAimingFromCover(): boolean; isInCover(expectUseWeapon?: boolean): boolean; get IsInCoverFacingLeft(): boolean; set FiringPattern(value: FiringPattern); set DropsWeaponsOnDeath(value: boolean); set DrivingSpeed(value: number); set DrivingStyle(style: DrivingStyle); set IsDrunk(isDrunk: boolean); set MotionBlur(value: boolean); get Task(): Tasks | undefined; get DeathCause(): number; get TaskSequenceProgress(): number; set BlockPermanentEvents(block: boolean); isInAnyVehicle(): boolean; isInVehicle(vehicle: Vehicle): boolean; isSittingInAnyVehicle(): boolean; isSittingInVehicle(vehicle: Vehicle): boolean; setIntoVehicle(vehicle: Vehicle, seat: VehicleSeat): void; isHeadtracking(entity: Entity): boolean; isInCombatAgainst(target: Ped): boolean; getJacker(): Ped; getJackTarget(): Ped; getMeleeTarget(): Ped; getKiller(): Entity | null; kill(): void; resurrect(): void; resetVisibleDamage(): void; clearBloodDamage(): void; get IsInGroup(): boolean; set NeverLeavesGroup(value: boolean); leaveGroup(): void; playAmbientSpeed(speechName: string, voiceName?: string, modifier?: SpeechModifier): void; applyDamage(damageAmount: number, armorFirst?: boolean): void; hasBeenDamagedByWeapon(weapon: WeaponHash): boolean; hasBeenDamagedByAnyWeapon(): boolean; hasBeenDamagedByAnyMeleeWeapon(): boolean; clearLastWeaponDamage(): void; get Bones(): PedBoneCollection; /** * Ped Weapons * * @constructor */ get Weapons(): WeaponCollection; giveWeapon(weapon: WeaponHash, ammoCount?: number, isHidden?: boolean, equipNow?: boolean): void; removeWeapon(weapon: WeaponHash): void; removeAllWeapons(): void; getLastWeaponImpactPosition(): Vector3; get CanRagdoll(): boolean; set CanRagdoll(value: boolean); ragdoll(duration?: number, ragdollType?: RagdollType): void; cancelRagdoll(): void; giveHelmet(canBeRemovedByPed: boolean, helmetType: HelmetType, textureIndex: number): void; removeHelmet(instantly: boolean): void; openParachute(): void; getConfigFlag(flagId: number): boolean; setConfigFlag(flagId: number, value: boolean): void; resetConfigFlag(flagId: number): void; clone(): Ped; exists(ped?: Ped): boolean; isFacingPed(ped: Ped, angle?: number): boolean; setComponentVariation(componentId: number, drawableId: number, textureId: number, paletteId?: number): void; setRandomComponentVariation(): void; setDefaultComponentVariation(): void; getDrawableVariation(componentId: number): number; getNumberOfDrawableVariations(componentId: number): number; getTextureVariation(componentId: number): number; getNumberTextureVariations(componentId: number, drawableId?: number): number; setRandomProps(): void; setPropIndex(propId: number, drawableId: number, textureId: number, attach?: boolean): void; clearProp(propId: number): void; clearAllProps(): void; knockPropOff(p1: boolean, p2: boolean, p3: boolean, p4: boolean): void; isPropValid(propId: number, drawableId: number, textureId: number): boolean; getPropIndex(propId: number): number; getNumberOfPropDrawableVariations(propId: number): number; getNumberOfPropTextureVariations(propId: number, drawableId?: number): number; getPropTextureIndex(propId: number): number; setHelmetPropIndex(propIndex: number): void; setEyeColor(color: number): void; getEyeColor(): number; setHairColors(primary: number, highlight: number): void; setHairColor(color: number): void; getHairColor(): number; setHairHighlightColor(color: number): void; getHairHighlightColor(): number; getHeadOverlayNum(overlayId: number): number; getHeadOverlayValue(overlayId: number): number; setHeadOverlayValue(overlayId: number, value: number): void; getHeadOverlay(overlayId: number): [number, number, number, number, number] | void; setHeadOverlay(overlayId: number, index: number, opacity: number): void; getHeadOverlayOpacity(overlayId: number): number; setHeadOverlayOpacity(overlayId: number, opacity: number): void; setHeadOverlayColor(overlayId: number, color: number): void; setHeadBlend(shapeFirstID: number, shapeSecondID: number, shapeThirdID: number, skinFirstID: number, skinSecondID: number, skinThirdID: number, shapeMix: number, skinMix: number, thirdMix: number, isParent?: boolean): void; getHeadBlend(): [number, number, number, number, number, number, number, number, number, boolean] | void; finalizeHeadBlend(): void; hasHeadBlendFinished(): boolean; }