import { Vector3 } from '../types/Vector3'; import { IHandle } from '../types/IHandle'; import { int } from '../types/NativeAliases'; export declare class Interior implements IHandle { handle: number; constructor(handle: number); static fromHandle(handle: number): Interior | null; /** * @param entitySetName * @returns */ isEntitySetActive(entitySetName: string): boolean; pinInMemory(): void; /** * @returns */ get Position(): Vector3; /** * @returns */ get IsValidInterior(): boolean; /** * @returns */ get MinimapHash(): number; /** * @param entitySetName * @param p2 */ deactivateEntitySet(entitySetName: string, p2: boolean): void; /** * @param entitySetName * @returns */ isEntitySetValid(entitySetName: string): boolean; /** * https://github.com/femga/rdr3_discoveries/tree/master/interiors/interior_sets * * @param entitySetName * @param p2 */ activateEntitySet(entitySetName: string, p2: int): void; /** * @returns */ get IsReady(): boolean; /** * @param toggle */ disableInterior(toggle: boolean): void; /** * Actually returns void in IDA but the script header defines a BOOL return type * * @returns */ setInUse(): any; /** * Does something similar to INTERIOR::DISABLE_INTERIOR. You don't fall through the floor but everything is invisible inside and looks the same as when INTERIOR::DISABLE_INTERIOR is used. Peds behaves normally inside. */ unpinInterior(): void; /** * @returns position; nameHash */ get LocationAndNamehash(): [Vector3, number]; } //# sourceMappingURL=Interior.d.ts.map