import type { Ped } from '../classes/Ped'; import { Vector3 } from '../types/Vector3'; import type { Entity } from './Entity'; import { int, float } from '../types/NativeAliases'; export declare class BaseTask { protected entity: Entity; constructor(entity: Entity); /** * Returns the entity coverpoint with offset. * * @param offset * @param heading * @param p5 * @param p6 * @param p7 * @param p8 * @returns */ getCoverpointFromEntityWithOffset(offset: Vector3, heading: float, p5: int, p6: int, p7: int, p8: int): any; /** * Returns m_eContainerState * * @returns */ get ScenarioContainerOpeningState(): any; /** * Returns scenario * * @param scenarioHash * @param pos * @param heading * @param p6 * @param p7 * @param p8 * @returns */ createScenarioPointHashAttachedToEntity(scenarioHash: string | number, pos: Vector3, heading: float, p6: any, p7: any, p8: boolean): int; /** * @returns args */ playEntityScriptedAnim(): number; /** * carriableSlot: * 7 > Back of a horse * 6 > Right side of a horse * 5 > Left side of a horse * flags: * 512: enables the prompt being the name of the item when using a generic item * * @param carryConfig * @param carrier * @param carriableSlot * @param flags */ carriable(carryConfig: string | number, carrier: Ped, carriableSlot: int, flags: int): void; /** * @param p1 */ N_0xF3C3503276F4A034(p1: any): void; /** * @returns */ get IsCarriableEntity(): any; /** * @returns This value decreases as items are looted. Before opening, it may return `0` because contents are not always loaded until the container is opened. */ get RansackScenarioContainerRemainingLootCount(): int; /** * @returns Returns the total number of compartments (drawers, lids, etc.) the specific scenarion container has. For example a chest has `1` compartment, while a cabinet with `3` drawers returns `3` */ get RansackScenarioContainerNumCompartments(): int; /** * @param targetEntity * @param duration * @param firingPattern * @param affectCockedState */ shootAtEntity(targetEntity: Entity, duration: int, firingPattern: string | number, affectCockedState: boolean): void; /** * Opens/closes containers: ChestDugUp * * @param open */ set ScenarioContainerOpeningState(open: boolean); /** * Opens/closes containers: ChestDugUp * * @param open * @returns The instance for method chaining */ setScenarioContainerOpeningState(open: boolean): this; /** * @returns If the container is not cloesable (like a chest or safe that cannt be closed again) it will return `0`. */ get RansackScenarioContainerNumOpenCompartments(): int; /** * @param filterName * @param priority * @param secondary * @returns The instance for method chaining */ setAnimFilter(filterName: string, priority: int, secondary: boolean): this; /** * @param targetEntity * @param duration * @param p3 * @param p4 */ N_0x2416EC2F31F75266(targetEntity: Entity, duration: int, p3: any, p4: any): void; } //# sourceMappingURL=BaseTask.d.ts.map