import type { eActionDisableFlags } from '../enums/eActionDisableFlags'; import type { eLootingFlags } from '../enums/eLootingFlags'; import type { ePedAttribute } from '../enums/ePedAttribute'; import type { ePedCombatAbility } from '../enums/ePedCombatAbility'; import type { ePedCombatMovement } from '../enums/ePedCombatMovement'; import type { ePedCombatRange } from '../enums/ePedCombatRange'; import type { eVehicleSeat } from '../enums/eVehicleSeat'; import type { eWeaponHash } from '../enums/eWeaponHash'; import { HorsePeltIn } from '../structs/HorsePeltIn'; import type { ItemSet } from '../classes/ItemSet'; import type { Player } from '../classes/Player'; import type { Prop } from '../classes/Prop'; import type { Vehicle } from '../classes/Vehicle'; import type { Volume } from '../classes/Volume'; import { Vector3 } from '../types/Vector3'; import { Entity } from './Entity'; import { int, float } from '../types/NativeAliases'; import { PedTask } from './PedTask'; import { Weapon } from './Weapon'; export declare class Ped extends Entity { static fromHandle(handle: number): Ped | null; static fromNetworkId(netId: number): Ped | null; /** * @returns */ get IsOnFoot(): boolean; /** * Only used in R* Script nb_stalking_hunter * * @param ped2 */ N_0xED1C764997A86D5A(ped2: Ped): void; /** * @param grappleSequence */ set GrappleSequence(grappleSequence: string); /** * @param grappleSequence * @returns The instance for method chaining */ setGrappleSequence(grappleSequence: string): this; /** * @param p1 */ N_0xFFA1594703ED27CA(p1: int): void; /** * @returns */ get MeleeTargetForPed(): Ped | null; /** * Use to apply metaped player components * Replaces asset, alternatively you can remove assets using REMOVE_TAG_FROM_META_PED * * @param drawable * @param albedo * @param normal * @param material * @param palette * @param tint0 * @param tint1 * @param tint2 * @returns The instance for method chaining */ setMetaTag(drawable: string | number, albedo: string | number, normal: string | number, material: string | number, palette: string | number, tint0: int, tint1: int, tint2: int): this; /** * @param p1 * @param p2 */ N_0x32CEDA9A0AB4CEF7(p1: string | number, p2: boolean): void; /** * @returns */ get IsChild(): boolean; /** * @param index * @param p2 * @returns argStruct; argStruct2 */ getShopItemComponentAtIndex(index: int, p2: boolean): [number, number, number]; /** * @param value */ set MaxMoveBlendRatio(value: float); /** * @param value * @returns The instance for method chaining */ setMaxMoveBlendRatio(value: float): this; /** * If targetPed is set to 0 the ped motivationState affects everyone * * @param motivationState * @param targetPed * @returns */ getMotivation(motivationState: int, targetPed: Ped): float; /** * @param flag * @param enable * @returns The instance for method chaining */ setGrappleFlag(flag: int, enable: boolean): this; /** * _IS_PED_D* * * @returns */ N_0x2DC0E8DCBD3546E9(): boolean; /** * Doesn't actually return anything. * * @param toggle * @returns */ setUseHorseMapCollision(toggle: boolean): any; /** * @returns */ get MetaOutfitHash(): number; /** * @param variableName */ removeBlackboardBool(variableName: string): void; resetHorseAvoidanceLevelToDefault(): void; /** * Returns true if _GET_PED_DAMAGE_CLEANLINESS was ever lower than 2 * * @returns */ get Damaged(): any; /** * _IS_PED_IN* * * @returns */ N_0x5C6C7C70CA302801(): boolean; /** * _C* * * @param entity * @param boneIndex1 * @param boneIndex2 * @param pos * @param p7 * @param p8 * @param p9 * @param p10 */ N_0xE1AADD0055D76603(entity: Entity, boneIndex1: int, boneIndex2: int, pos: Vector3, p7: float, p8: boolean, p9: boolean, p10: int): void; /** * @param bondingLevel */ set MountBondingLevel(bondingLevel: int); /** * @param bondingLevel * @returns The instance for method chaining */ setMountBondingLevel(bondingLevel: int): this; /** * @returns */ get IsVisibilityTracked(): boolean; /** * *HAS_PED** * * @param ped2 * @returns */ N_0x550CB89DD7F4FA3D(ped2: Ped): boolean; /** * Used in Script Function CHECK_IS_PLAYER_SEEN * *GET_PED** * * @returns */ N_0x2BA9D7BF629F920C(): float; /** * @param pos * @param radius * @param flag * @returns */ countPedsInCombatWithTargetWithinRadius(pos: Vector3, radius: float, flag: int): int; /** * @returns */ N_0xD4D403EA031F351C(): boolean; releaseVisibilityTracking(): void; /** * https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_STYLES * Params: p2 is usually 1, sometimes 0 or 2 * duration in seconds, -1.0 = forever * * @param combatStyleHash * @param p2 * @param duration * @returns The instance for method chaining */ setCombatStyle(combatStyleHash: string | number, p2: int, duration: float): this; /** * Sets MetaPedExpression at index specified. Morphs components, such as changing body size or facial features. Note: You have to update the ped's variation (using ) after calling this native value: -1.0 to 1.0 (values beyond this likely won't sync to other clients) This native also allows you to change a horse's gender. Old name: _SET_PED_FACE_FEATURE * * @param index * @param value Refer to {@link eMetaPedExpressions} * @returns The instance for method chaining */ setCharExpression(index: int, value: float): this; /** * @param toggle */ set HighlyPerceptive(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setHighlyPerceptive(toggle: boolean): this; /** * @param p1 */ N_0x88B2026A3B0BE33D(p1: float): void; /** * @param p1 */ specialFunctionDoNotUse(p1: boolean): void; /** * @param scale */ set Scale(scale: float); /** * @param scale * @returns The instance for method chaining */ setScale(scale: float): this; /** * Gets the position of the specified bone of the specified ped. ped: The ped to get the position of a bone from. * boneId: The ID of the bone to get the position from. This is NOT the index. * offsetX: The X-component of the offset to add to the position relative to the bone's rotation. * offsetY: The Y-component of the offset to add to the position relative to the bone's rotation. * offsetZ: The Z-component of the offset to add to the position relative to the bone's rotation. * * @param boneId * @param offset * @returns */ getBoneCoords(boneId: int, offset: Vector3): Vector3; /** * _IS_PED_L* - _IS_PED_M* * * @returns */ N_0x0EEF7A81C17679DB(): boolean; /** * _SET_W(EAPON?)* * * @param totalDamage */ set TotalDamageFromAi(totalDamage: float); /** * _SET_W(EAPON?)* * * @param totalDamage * @returns The instance for method chaining */ setTotalDamageFromAi(totalDamage: float): this; /** * @param p1 * @param p2 */ N_0x4F27603E44A8E4C0(p1: int, p2: boolean): void; /** * @returns The instance for method chaining */ setShouldPlayNormalScenarioExit(): this; /** * @param toggle */ set CanTorsoVehicleIk(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setCanTorsoVehicleIk(toggle: boolean): this; /** * https://github.com/femga/rdr3_discoveries/tree/master/AI/BLACKBOARDS * Blackboard natives allow you to apply and check certain data to/for peds. * Blackboard bools, floats and strings are subdivided into 6 sections: "all", "animation", "any", "code", "global" and "script" * Most changes are only visible for "script" blackboards, some "script" blackboards change ped motions * "removeTimer" is self-removal timer, can be "-1" so your data will not be removed by the game (forever); 100 = 1 second * * @param variableName * @param value * @param removeTimer * @returns The instance for method chaining */ setBlackboardInt(variableName: string, value: int, removeTimer: int): this; /** * Sets the outfit preset for the ped. The presetId is an index which determines its preset outfit. p2 is always false in the scripts. * If p2 is true as player, then certain components like facial hair and hair will not be removed. * Old name: _SET_PED_OUTFIT_PRESET * * @param presetId * @param p2 */ equipMetaOutfitPreset(presetId: int, p2: boolean): void; /** * @returns */ get NumReservedHealth(): any; /** * @param actionDisableFlag * @returns Returns `true` if the target action disable flag is set */ isTargetActionDisableFlagEnabled(actionDisableFlag: eActionDisableFlags): boolean; /** * @param p1 */ requestUseSmallBboxVisibilityTracking(p1: boolean): void; /** * @param modifier */ set DefenseModifierForPed(modifier: float); /** * @param modifier * @returns The instance for method chaining */ setDefenseModifierForPed(modifier: float): this; /** * *SET_PED** * * @param inverted */ N_0xA2116C1E4ED85C24(inverted: boolean): void; /** * _IS_PED_M* * * @param p1 * @returns */ N_0x0D3B1568917EBDA0(p1: int): boolean; /** * @param abilityLevel */ set CombatAbility(abilityLevel: ePedCombatAbility); /** * @param abilityLevel * @returns The instance for method chaining */ setCombatAbility(abilityLevel: ePedCombatAbility): this; /** * @returns */ get IsRunningRagdollTask(): boolean; /** * @returns */ get IsJumping(): boolean; /** * 0.0 - 1.0 * Modifies the "scent line" on the ped's body when using Eagle Eye. * * @param scent */ set Scent(scent: float); /** * 0.0 - 1.0 * Modifies the "scent line" on the ped's body when using Eagle Eye. * * @param scent * @returns The instance for method chaining */ setScent(scent: float): this; /** * Returns vehicle speed * *COMPUTE** * * @param p1 * @returns */ N_0xCA95924C893A0C91(p1: float): float; /** * Returns true if ped is in perception (focused and looking at target ped) * Most float params are -1.f in R* Scripts * * @param targetPed * @param p2 * @param customDistance * @param p4 * @param p5 * @returns */ isTargetInPerceptionArea(targetPed: Ped, p2: float, customDistance: float, p4: float, p5: float): boolean; initDefaultHealth(): void; /** * @param targetPed * @param p2 */ registerTarget(targetPed: Ped, p2: boolean): void; /** * _SET_PED_R* - _SET_PED_S* * * @param p1 */ N_0xCD9E5F94A2F38683(p1: boolean): void; /** * If toggle is true, when the ped is using a scenario he will stop it and become scared * If toggle is false, the ped will not be scared anymore and continue his scenario Old name: _SET_PED_SCARED_WHEN_USING_SCENARIO * * @param toggle */ toggleScenarioCowerInPlace(toggle: boolean): void; /** * @param actionDisableFlag * @returns Returns `true` if the specific action flag is disabled */ isActionDisableFlagEnabled(actionDisableFlag: eActionDisableFlags): boolean; /** * Returns peltId * * @param index * @returns */ getPeltFromHorse(index: int): int; /** * Gets a value indicating whether the specified ped is in any vehicle. * * @param atGetIn * @returns */ isInAnyVehicle(atGetIn: boolean): boolean; /** * @param p1 * @param p2 * @param p3 * @param p4 * @param p5 * @param p6 * @param p7 * @returns p8 */ applyBloodSpecific(p1: any, p2: float, p3: float, p4: float, p5: float, p6: any, p7: float): number; /** * @param ped2 * @returns */ getRelationshipBetweenPeds(ped2: Ped): int; /** * Returns an int based on enum eTamingState enum eTamingState * { * ATS_INVALID = 0, * ATS_INACTIVE, * ATS_TARGET_DETECTED, * ATS_CALLED_OUT, * ATS_MOUNTABLE, * ATS_BEING_PATTED, * ATS_BREAKING_ACTIVE, * ATS_SPOOKED, * ATS_RETREATING, * ATS_FLEEING * }; * * @returns */ get HorseTamingState(): int; /** * @param bActionModeEnabled * @param p2 * @param action * @returns The instance for method chaining */ setUsingActionMode(bActionModeEnabled: boolean, p2: int, action: string): this; /** * @param actionDisableFlag */ clearActionDisableFlag(actionDisableFlag: eActionDisableFlags): void; /** * @returns */ get TrackedPixelcount(): int; /** * _DISABLE_A* - _DISABLE_C* * * @param p1 */ N_0xFD3C31A2E45671E7(p1: int): void; /** * Bleedout profiles: * Animal_FastBleedout * Animal_Generic * Human_FastBleedout * Human_Generic * Human_Mission For more information, see common/data/ai/peddamageinfo.meta * * @param bleedoutProfile */ set BleedoutProfile(bleedoutProfile: string | number); /** * Bleedout profiles: * Animal_FastBleedout * Animal_Generic * Human_FastBleedout * Human_Generic * Human_Mission For more information, see common/data/ai/peddamageinfo.meta * * @param bleedoutProfile * @returns The instance for method chaining */ setBleedoutProfile(bleedoutProfile: string | number): this; /** * @returns */ get IsProne(): boolean; /** * _CLEAR_PED_D* * * @param p1 * @param p2 * @param p3 */ N_0xAF041C10756C30FB(p1: boolean, p2: boolean, p3: boolean): void; clearLastDamageBone(): void; /** * Detect if ped is in any vehicle * [True/False] * * @returns */ get IsSittingInAnyVehicle(): boolean; /** * flagId: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedScriptConfigFlags * https://alloc8or.re/rdr3/doc/enums/ePedScriptConfigFlags.txt * https://github.com/femga/rdr3_discoveries/tree/master/AI/CPED_CONFIG_FLAGS * * @param flagId * @param value See {@link ePedScriptConfigFlags} * @returns The instance for method chaining */ setConfigFlag(flagId: int, value: boolean): this; /** * The higher the modifier, the slower the motivationState value will decrease * * @param motivationState * @param modifier * @returns The instance for method chaining */ setMotivationModifier(motivationState: int, modifier: float): this; /** * @param groupId * @param p2 * @returns The instance for method chaining */ setAsGroupLeader(groupId: int, p2: boolean): this; /** * @returns */ canKnockOffVehicle(): boolean; /** * _IS_PED_J* - _IS_PED_L* * * @returns */ N_0xB91AB3BE7F655D49(): boolean; /** * nmTaskMessageParameterName: See physicstasks.ymt. Search for DraggedByCart or 0xD00820D7 (Used in R* SP Script marston8) * * @param timeMin * @param timeMax * @param ragdollType * @param abortIfInjured * @param abortIfDead * @param nmTaskMessageParameterName * @returns */ setToRagdoll(timeMin: int, timeMax: int, ragdollType: int, abortIfInjured: boolean, abortIfDead: boolean, nmTaskMessageParameterName: string): boolean; /** * Not implemented. * * @param toggle * @param p2 * @param p3 * @returns The instance for method chaining */ setStealthMovement(toggle: boolean, p2: any, p3: any): this; /** * Only used in R* Script nb_animal_attack: p2 = 120000 * _SET_PED_SH* - _SET_PED_SP* * * @param player * @param p2 */ N_0xE737D5F14304A2EC(player: Player, p2: int): void; /** * @param toggle */ set CanPlayAmbientBaseAnims(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setCanPlayAmbientBaseAnims(toggle: boolean): this; /** * @returns */ get GrappleState(): int; /** * @returns sizeAndVehs */ get NearbyVehicles(): [int, number]; /** * _GET_PED_G* - _GET_PED_I* * * @param p1 * @param p2 * @returns */ N_0xC3995D396F1D97B6(p1: int, p2: int): boolean; /** * @returns */ get IsDragging(): boolean; /** * _IS_PED_L* - _IS_PED_M* * * @returns */ N_0x290B2E6CCDE532E1(): boolean; /** * @param player * @param toggle * @returns The instance for method chaining */ setCanBeTargettedByPlayer(player: Player, toggle: boolean): this; /** * _IS_PED_L* - _IS_PED_M* * * @returns */ get IsLeadingAnyGroup(): boolean; /** * @returns */ get IsEnteringAnyTransport(): boolean; /** * *HAS** * * @returns */ N_0x7020839C7302D8AC(): boolean; /** * @param position * @param toggle * @returns The instance for method chaining */ setFormationPosition(position: int, toggle: boolean): this; /** * If the ped handle passed through the parenthesis is in a ragdoll state this will return true. * * @returns */ get IsRagdoll(): boolean; /** * @returns */ N_0x3D9F958834AB9C30(): Ped | null; /** * _SET_PED_F* * * @param p1 */ N_0x735662994E60A710(p1: boolean): void; /** * _SET_PLAYER_CAN_B* - _SET_PLAYER_CAN_U* * * @param p1 */ N_0x9BBEAF8B0C007F1E(p1: boolean): void; /** * @returns */ get FirstEntityIsCarrying(): Entity | null; /** * @returns */ get TransportIsSeatedOn(): Entity | null; /** * @returns */ get IsAnimalInteractionRunning(): boolean; /** * @returns */ get CanBeIncapacitatedThisFrame(): any; /** * @param p1 * @param p2 * @returns */ getDeadPickupCoords(p1: float, p2: float): Vector3; /** * @param percent * @returns */ isTrackedVisibilityPercentageNotLessThan(percent: float): boolean; /** * @param p1 */ set RandomComponentVariation(p1: int); /** * @param p1 * @returns The instance for method chaining */ setRandomComponentVariation(p1: int): this; /** * NET_FETCH_CLIENT_UPDATE_PED_FIGHT_PROFICIENCY: Changing parry multiplier for ped * * @param p1 */ set BeatMultiplier(p1: float); /** * NET_FETCH_CLIENT_UPDATE_PED_FIGHT_PROFICIENCY: Changing parry multiplier for ped * * @param p1 * @returns The instance for method chaining */ setBeatMultiplier(p1: float): this; /** * _IS_PED_RE* * * @returns */ N_0x40C9155AF8BC13F3(): boolean; /** * Only used in R* SP Script winter1: p1 = 5000 * _SET_PED_M* * * @param p1 * @returns */ N_0x6DB875AFC584FA32(p1: int): any; /** * @returns */ get IsHangingOnToVehicle(): boolean; /** * @returns */ get IsDoingCombatRoll(): any; /** * @param weaponType * @returns */ isBeingStunned(weaponType: string | number): boolean; /** * AI_ATTITUDE_NEUTRAL = 0, * AI_ATTITUDE_FRIENDLY, * AI_ATTITUDE_WARY, * AI_ATTITUDE_COMBATIVE, * AI_ATTITUDE_NEVER_MET * * @param player * @returns */ getAttitude(player: Player): int; /** * @param seat * @returns */ isMountSeatFree(seat: int): boolean; /** * @param itemset */ findAllAttachedCarriableEntities(itemset: ItemSet): void; /** * Returns true only if it's a player ped and an animal as well. * *IS_ANY** - *IS_CONTROL** * * @returns */ get IsAnimalControlledByAPlayer(): boolean; /** * @param object * @param conditionalAnim * @param scenarioType * @param p4 * @param p5 * @returns */ giveHashScenarioProp(object: Prop, conditionalAnim: string, scenarioType: string | number, p4: string | number, p5: boolean): any; /** * @param pos * @param p4 * @param relationshipGroup */ N_0x4E68C7EF706DF35D(pos: Vector3, p4: float, relationshipGroup: string | number): void; /** * @returns */ get IncapacitationTimeRemaining(): int; /** * @param p1 * @param p2 * @param p3 * @param ped2 * @param p5 */ cowerMoveToPoint(p1: float, p2: float, p3: float, ped2: Ped, p5: float): void; /** * @returns */ get IsCowering(): boolean; /** * Returns last horse the ped was leading * * @returns */ get LastLedMount(): Ped | null; /** * @param p1 * @param p2 */ N_0xE1B3BE07D3AADDED(p1: int, p2: boolean): void; /** * @param p1 * @returns */ N_0x09D7AFD3716DA8E1(p1: int): boolean; /** * @param p1 * @returns */ isDeadOrDying(p1: boolean): boolean; /** * @param toggle */ set CanTorsoReactIk(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setCanTorsoReactIk(toggle: boolean): this; /** * _SET_PED_M* * * @param p1 */ N_0x57F35552E771BE9D(p1: int): void; /** * @param pos * @returns */ setPanicExitScenario(pos: Vector3): any; /** * @returns */ N_0x354CA4DDDEEC397A(): int; resetInVehicleContext(): void; /** * @param toggle */ set CanLegIk(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setCanLegIk(toggle: boolean): this; /** * @param speech */ set InteractionPositiveResponse(speech: string); /** * @param speech * @returns The instance for method chaining */ setInteractionPositiveResponse(speech: string): this; /** * duration in seconds, -1.0 = forever * * @param combatStyleModHash * @param duration * @returns The instance for method chaining */ setCombatStyleMod(combatStyleModHash: string | number, duration: float): this; /** * @param p1 */ set LadderMovementSpeedModifier(p1: float); /** * @param p1 * @returns The instance for method chaining */ setLadderMovementSpeedModifier(p1: float): this; /** * @returns */ N_0x88A5564B19C15391(): boolean; /** * @param p1 */ N_0xAA6C49AE90A32299(p1: string | number): void; /** * @param unk */ set InjuredOnGroundBehaviour(unk: float); /** * @param unk * @returns The instance for method chaining */ setInjuredOnGroundBehaviour(unk: float): this; /** * @param targetPed * @param p2 * @returns */ canSeePedCached(targetPed: Ped, p2: boolean): int; /** * @param multiplier * @returns */ setGrappleEffectMultiplier(multiplier: float): any; /** * @param componentIndex * @param p2 * @returns */ getCategoryOfComponentAtIndex(componentIndex: int, p2: any): any; /** * @param toggle */ set KeepTask(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setKeepTask(toggle: boolean): this; /** * Used in various R* MP & SP Scripts * * @param patternHash */ set FiringPattern(patternHash: string | number); /** * Used in various R* MP & SP Scripts * * @param patternHash * @returns The instance for method chaining */ setFiringPattern(patternHash: string | number): this; /** * @param p1 * @param p2 * @param p3 */ N_0x23BDE06596A22CEC(p1: int, p2: float, p3: any): void; /** * @returns */ get IsClimbing(): boolean; /** * Params: shootRate = 0 - 1000 * * @param shootRate */ set ShootRate(shootRate: int); /** * Params: shootRate = 0 - 1000 * * @param shootRate * @returns The instance for method chaining */ setShootRate(shootRate: int): this; /** * @param animal * @returns */ isAnimalInteractionPossible(animal: Ped): boolean; /** * Ped will no longer get angry when you stay near him. * * @param toggle */ removeDefensiveArea(toggle: boolean): void; /** * @param pos * @param lookIntensity * @param p5 Refer to {@link eLookIntensity} * @returns */ setShouldPlayEmotionalScenarioExit(pos: Vector3, lookIntensity: int, p5: boolean): any; /** * Returns whether the specified ped is shooting. * * @returns */ get IsShooting(): boolean; /** * p1: * BodyPartChained * OverloadMostInjuredBodyPart p2: * LeftLeg * Legs * RightArm * * @param variableName * @param value * @param removeTimer * @returns The instance for method chaining */ setBlackboardHash(variableName: string, value: string, removeTimer: int): this; /** * @param p1 * @param p2 */ N_0x52A24D8A1DA89658(p1: int, p2: boolean): void; /** * _SET_PED_IN* * * @param p1 */ N_0xE37ACEE15AC50C7E(p1: string): void; /** * Resets the value for the last vehicle driven by the Ped. */ resetLastVehicle(): void; /** * @param object * @param p2 * @param p3 * @param p4 * @param p5 * @returns */ requestPropScenarioPed(object: Prop, p2: string, p3: string, p4: string, p5: boolean): any; /** * _SET_C* * * @param ped2 */ N_0x5AF24CA9C974E51A(ped2: Ped): void; /** * @param index * @returns pallete; tint0; tint1; tint2 */ getMetaAssetTint(index: int): [any, number, number, number, number]; /** * If targetPed is set to 0 the ped motivationState affects everyone * * @param motivationState * @param threshold Refer to {@link eMotivationState} * @param targetPed * @returns The instance for method chaining */ setMotivation(motivationState: int, threshold: float, targetPed: Ped): this; /** * Only used in R* Script mob4 and rcm_mason4 * *SET_PED_DEFENSIVE** - *SET_PED_DESIRED** * * @param p1 * @param p2 * @param p3 */ N_0xA90684ED185CCB4B(p1: boolean, p2: float, p3: float): void; /** * Only used in SP R* Scripts * Params: p2 = same as p2 of 0x3C529A827998F9B3 * _SET_PED_TA* - *SET_PED_TO** * * @param p1 * @param p2 */ N_0x1F44B7E283C09EDE(p1: float, p2: int): void; removeFromGroup(): void; /** * @param toggle */ set CanPlayAmbientAnims(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setCanPlayAmbientAnims(toggle: boolean): this; resetWeaponMovementClipset(): void; /** * Only used in R* Script mob4 combined with SET_ANIMAL_TUNING_BOOL_PARAM * _SET_PED_S* - *SET_PED_TARGET** * * @param toggle */ N_0x96595B36D6A2279B(toggle: boolean): void; /** * @returns */ get MaxHealth(): int; /** * Despite this function's name, it simply returns whether the specified handle is a Ped. * * @returns */ wasSkeletonUpdated(): boolean; /** * @param damageCleanliness */ set DamageCleanliness(damageCleanliness: int); /** * @param damageCleanliness * @returns The instance for method chaining */ setDamageCleanliness(damageCleanliness: int): this; /** * Returns: * 0 - CTR_CANNOT_TARGET * 1 - CTR_CAN_TARGET * 2 - CTR_NOT_SURE_YET * * @param targetEntity * @param p2 * @param p3 * @returns */ canSeeEntity(targetEntity: Entity, p2: boolean, p3: boolean): int; /** * _GET_PED_M* * * @returns */ N_0x134775B093AD5C38(): float; /** * Old name: _FREEZE_PED_CAMERA_ROTATION */ forceAllHeadingValuesToAlign(): void; /** * @param variableName */ removeBlackboardFloat(variableName: string): void; /** * @param p1 * @param r * @param g * @param b */ N_0xDD9540E7B1C9714F(p1: string | number, r: float, g: float, b: float): void; /** * @param toggle */ set CanRagdoll(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setCanRagdoll(toggle: boolean): this; /** * @param suboutfit * @param p2 */ equipMetaSuboutfit(suboutfit: string | number, p2: int): void; N_0xCAC43D060099EA72(): void; /** * _SET_PED_P* - _SET_PED_R* */ N_0x329772C47DBB2FBC(): void; /** * SET_PED_CAN_* * * @param toggle */ set CanBeLassoed(toggle: boolean); /** * SET_PED_CAN_* * * @param toggle * @returns The instance for method chaining */ setCanBeLassoed(toggle: boolean): this; /** * _SET_PED_A* * * @param p1 */ N_0x4EC4EA2F72B36358(p1: boolean): void; clearFacialIdleAnimOverride(): void; /** * @param flagId * @param value * @returns The instance for method chaining */ setLassoHogtieFlag(flagId: int, value: boolean): this; /** * @param variableName * @param value * @param removeTimer * @returns The instance for method chaining */ setBlackboardBool(variableName: string, value: boolean, removeTimer: int): this; /** * @returns */ get VehicleIsUsing(): Vehicle | null; /** * @param target * @returns */ isInCombat(target: Ped): boolean; /** * _SET_PED_MO* * * @param p1 */ N_0x712B2C2B2471B493(p1: string | number): void; /** * @returns */ get HealthRechargeMultiplier(): float; /** * @param p1 */ N_0x2B4CE170DE09F346(p1: string | number): void; /** * @param modifier */ set CurrentDefenseAgainstPlayersModifier(modifier: float); /** * @param modifier * @returns The instance for method chaining */ setCurrentDefenseAgainstPlayersModifier(modifier: float): this; /** * @returns */ get ToPlayerWeaponDamageModifier(): float; /** * See _REQUEST_PED_EMOTIONAL_PRESET * * @param name * @returns */ hasEmotionalPresetLoaded(name: string): any; /** * @param writhingDuration1 * @param writhingDuration2 * @param p3 * @returns The instance for method chaining */ setWrithingDuration(writhingDuration1: float, writhingDuration2: float, p3: int): this; /** * @param p1 * @param p2 * @param p3 * @param p4 * @returns The instance for method chaining */ setToBeRemoved(p1: float, p2: float, p3: int, p4: any): this; /** * @param p1 */ N_0x024EC9B649111915(p1: boolean): void; /** * @param toggle */ set EnableBoundAnkles(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setEnableBoundAnkles(toggle: boolean): this; requestVisibilityTracking(): void; /** * @param duration */ set IncapacitationTotalBleedOutDuration(duration: float); /** * @param duration * @returns The instance for method chaining */ setIncapacitationTotalBleedOutDuration(duration: float): this; /** * _IS_PED_B* - _IS_PED_C* * * @returns */ N_0x5BF0B9D9A8E227A0(): boolean; /** * @returns */ get IdRange(): float; /** * @param groupId * @returns */ isGroupLeader(groupId: int): boolean; /** * @returns */ get IsSliding(): boolean; /** * @returns */ get JackTarget(): Ped | null; /** * @param p1 * @returns */ N_0xD355E2F1BB41087E(p1: float): boolean; /** * Washing player's face/hands now * _CLEAR_PED_E* - _CLEAR_PED_L* */ N_0xA7A806677F8DE138(): void; /** * @param combatType * @returns */ getCombatFloat(combatType: int): float; /** * @param pos * @param p4 * @returns */ isHeadingTowardsPosition(pos: Vector3, p4: float): boolean; /** * @returns */ get IncapacitationHealth(): int; /** * @param targetPed */ removeTarget(targetPed: Ped): void; /** * Used in R* Script net_fetch (NET_FETCH_UPDATE_RECIPIENT_PROP_ILO_IN_COMBAT) and various SP Scripts * Params: p1 = 4/5/6, p5 = 40.f/100.f, coords = Player ped * Perhaps returns some distance (Clearing that the local player is able to use ILO while in combat because they are near the recipient but also near hated peds) * _GET_NUM_M* - _GET_PEDS_J* * * @param p1 * @param pos * @param p5 * @param itemset * @returns */ N_0x3ACCE14DFA6BA8C2(p1: int, pos: Vector3, p5: float, itemset: ItemSet): int; /** * @param flag * @returns */ countPedsInCombatWithTarget(flag: int): int; /** * METAPED_PLAYER_COMPONENTS_SET_META_TYPE_TO_BE_BYPASSED: Setting visibility * p1 is mostly 10 * _CLEAR_PED_N* - _CLEAR_PED_W* * * @param p1 */ N_0xD8544F6260F5F01E(p1: int): void; /** * @param p1 */ set RandomOutfitVariation(p1: boolean); /** * @param p1 * @returns The instance for method chaining */ setRandomOutfitVariation(p1: boolean): this; /** * @returns */ get IsGrappling(): any; /** * @param pos * @param lookIntensity * @returns */ setShouldPlayFleeScenarioExit(pos: Vector3, lookIntensity: int): any; /** * @returns */ get IsOnMount(): boolean; /** * @returns */ get LastVehicleDraftHorseWasAttachedTo(): Vehicle | null; /** * Used in Script Function LA_CHECK_ALERTED * *GET_IS_PED** * * @returns */ N_0xD55DB4466D00A258(): boolean; /** * METAPED_PLAYER_COMPONENTS_SET_META_TYPE_TO_BE_BYPASSED: Setting visibility * _SET_M* - _SET_P* * * @param p1 */ N_0xFEA6126C34DF2532(p1: boolean): void; /** * *IS_TRACKED** - IS_V* * * @returns */ get IsUsingSlipstream(): boolean; /** * @param peltId */ clearPeltFromHorse(peltId: int): void; warpOutOfVehicle(): void; /** * @returns */ canRagdoll(): boolean; /** * Ped: The ped to warp. * vehicle: The vehicle to warp the ped into. * * @param vehicle * @param seatIndex * @returns The instance for method chaining */ setIntoVehicle(vehicle: Vehicle, seatIndex: eVehicleSeat): this; /** * Only used in R* SP Script short_update * *GET_TARGET** - _GET_TRACKED* * * @param eventType * @returns */ N_0x326F7951EF0D7F75(eventType: string | number): any; /** * _SET_PED_D* * * @param p1 */ N_0x97A38B65EBDA3D50(p1: boolean): void; clearLocoMotion(): void; /** * @param variableName * @param value * @param removeTimer * @returns The instance for method chaining */ setBlackboardFloat(variableName: string, value: float, removeTimer: int): this; /** * @returns */ get IsInAnyBoat(): boolean; /** * no bone = -1 * * @param boneId * @returns */ getBoneIndex(boneId: int): int; /** * @param targetPed */ N_0xAAC0EE3B4999ABB5(targetPed: Ped): void; /** * @returns */ get Accuracy(): int; /** * @param toggle */ set DesiresGroup(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setDesiresGroup(toggle: boolean): this; /** * Gets the vehicle the specified Ped is in. If the Ped is not in a vehicle and includeLastVehicle is true, the vehicle they were last in is returned. * * @param lastVehicle * @returns */ getVehicleIsIn(lastVehicle: boolean): Vehicle | null; /** * checks if a ped is using a component category * see component category hashes here https://raw.githubusercontent.com/femga/rdr3_discoveries/refs/heads/master/clothes/cloth_hash_names.lua * Old name: _IS_META_PED_USING_COMPONENT * * @param componentCategory * @returns */ isMetaUsingComponentCategory(componentCategory: string | number): boolean; /** * @param p1 * @param p2 */ N_0x34B5CEAC180A5D6E(p1: string | number, p2: boolean): void; /** * @returns p1 */ N_0x34EDDD59364AD74A(): number; /** * _PED_COWER_M* */ N_0x16F798A05BB9E3B5(): void; /** * If p2 is false, then this native will return true until the interaction is complete. If true, the native will return true until player pockets robbery item. * *GET_IS_PED*[M-R]* * * @param player * @param trueUntilPlayerPocketsItem * @returns */ getIsBeingRobbed(player: Player, trueUntilPlayerPocketsItem: boolean): any; clearDesiredLocoMotionType(): void; /** * @param peltId */ set PeltForHorse(peltId: int); /** * @param peltId * @returns The instance for method chaining */ setPeltForHorse(peltId: int): this; /** * Can be used to get a peds foliage raw height: variableName = FoliageHeight * * @param variableName * @returns */ getBlackboardFloat(variableName: string): float; /** * @param p1 */ N_0x7ABBD9E449E0DB00(p1: boolean): void; /** * @param gesture * @param p2 * @returns The instance for method chaining */ setGestureGroup(gesture: string, p2: int): this; /** * @param modifier */ set AnimalDetectionModifier(modifier: float); /** * @param modifier * @returns The instance for method chaining */ setAnimalDetectionModifier(modifier: float): this; /** * _SET_PLAYER_SN* - _SET_PLAYER_STAMINA* * * @param p1 */ N_0x02E741E19E39628C(p1: float): void; /** * Returns time since the specified ped last shot, in seconds. (fPlayerJustShotTime) * * @returns */ timeSinceLastShot(): float; /** * Old name: _SET_PED_DAMAGE_MODIFIER * * @param damageModifier */ set ToPlayerWeaponDamageModifier(damageModifier: float); /** * Old name: _SET_PED_DAMAGE_MODIFIER * * @param damageModifier * @returns The instance for method chaining */ setToPlayerWeaponDamageModifier(damageModifier: float): this; /** * @param quality */ set Quality(quality: int); /** * @param quality * @returns The instance for method chaining */ setQuality(quality: int): this; /** * _IS_PED_H* - _IS_PED_I* * * @returns */ N_0x7EE3A8660F38797E(): boolean; /** * @param ikIndex * @param entityLookAt * @param boneLookAt * @param offset * @param p7 * @param blendInDuration * @param blendOutDuration * @returns The instance for method chaining */ setIkTarget(ikIndex: int, entityLookAt: Entity, boneLookAt: int, offset: Vector3, p7: any, blendInDuration: int, blendOutDuration: int): this; /** * Gets a value indicating whether the specified ped is in the specified vehicle. * * @param vehicle * @param atGetIn * @returns */ isInVehicle(vehicle: Vehicle, atGetIn: boolean): boolean; /** * Sets the maximum health of a ped. * * @param value */ set MaxHealth(value: int); /** * Sets the maximum health of a ped. * * @param value * @returns The instance for method chaining */ setMaxHealth(value: int): this; /** * @param volume * @param p2 * @param p3 * @param p4 * @returns The instance for method chaining */ setDefensiveAreaVolume(volume: Volume, p2: boolean, p3: boolean, p4: boolean): this; /** * @param multiplier */ set HealthRechargeMultiplier(multiplier: int); /** * @param multiplier * @returns The instance for method chaining */ setHealthRechargeMultiplier(multiplier: int): this; /** * Note: you have to update your ped's variation after calling (using 0xCC8CA3E88256E58F) Body Types: * MPCREATOR_NEUTRAL * MPCREATOR_SKINNY * MPCREATOR_SKINNY_MUSCULAR * MPCREATOR_HEAVY * MPCREATOR_HEAVY_MUSCULAR eBodyWeightOutfit (pedattributes.ymt): * -2045421226 (smallest) * -1745814259 * -325933489 * -1065791927 * -844699484 * -1273449080 * 927185840 * 149872391 * 399015098 * -644349862 * 1745919061 (default) * 1004225511 * 1278600348 * 502499352 * -2093198664 * -1837436619 * 1736416063 * 2040610690 * -1173634986 * -867801909 * 1960266524 (biggest) https://github.com/femga/rdr3_discoveries/blob/master/peds_customization/ped_outfits.lua Alt name: _EQUIP_META_PED_OUTFIT_COMPONENT * * @param hash */ equipMetaOutfit(hash: string | number): void; /** * Used in script function HORSE_IS_META_PED_OUTFIT_SADDLE_EQUIPPED * * @param outfit * @returns */ isMetaOutfitEquipped(outfit: string | number): boolean; /** * @returns */ get IsHogtied(): boolean; fadeAndDestroyPed(): void; /** * @param p1 * @param p2 * @param p3 * @param p4 * @returns The instance for method chaining */ setDefensiveAreaDirection(p1: float, p2: float, p3: float, p4: boolean): this; /** * Used in Script Function NET_CAMP_DOG_CLIENT_HANDLE_ANIMAL_INTERACTION * * @returns */ N_0x8BE24D74D74C6E9B(): Ped | null; /** * Note: this native was added in build 1232.40 * * @param toggle */ set MountSecurityEnabled(toggle: boolean); /** * Note: this native was added in build 1232.40 * * @param toggle * @returns The instance for method chaining */ setMountSecurityEnabled(toggle: boolean): this; /** * Disables being able to kick move ped. * * @param disable */ set DisableKickMove(disable: boolean); /** * Disables being able to kick move ped. * * @param disable * @returns The instance for method chaining */ setDisableKickMove(disable: boolean): this; /** * personality (script_mp_rel): NONE, AGGRESSIVE, TIMID (non-aggressive), CRIPPS, SCRIPTEDINTIMIDATION, MAGGIE, MARCEL, SCRIPTEDSALOON * personality (script_rel): AVOID, SCRIPTEDOUTLAW, TIMIDGUARDDOG, SCRIPTEDTIMIDROB, AGGRESSIVECAMPER, LAZYDOG, KIERANTIEDUP, SCRIPTEDGALA * * @param personality */ set InteractionPersonality(personality: string | number); /** * personality (script_mp_rel): NONE, AGGRESSIVE, TIMID (non-aggressive), CRIPPS, SCRIPTEDINTIMIDATION, MAGGIE, MARCEL, SCRIPTEDSALOON * personality (script_rel): AVOID, SCRIPTEDOUTLAW, TIMIDGUARDDOG, SCRIPTEDTIMIDROB, AGGRESSIVECAMPER, LAZYDOG, KIERANTIEDUP, SCRIPTEDGALA * * @param personality * @returns The instance for method chaining */ setInteractionPersonality(personality: string | number): this; /** * *SET_PED_COMBAT** * * @param pos */ N_0xCF0B19806473D324(pos: Vector3): void; /** * Returns vehicle (desired) speed * *COMPUTE*(VEHICLE_SPEED_USING_BLEND_RATIO?)* * * @param maxMoveBlendRatio * @returns */ N_0x46BF2A810679D6E6(maxMoveBlendRatio: float): float; /** * @param toggle */ set ToDisableRagdoll(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setToDisableRagdoll(toggle: boolean): this; /** * @returns */ get SeatIsUsing(): int; /** * Returns true/false if the ped is/isn't male. * * @returns */ get IsMale(): boolean; /** * @returns */ get LastDroppedHat(): Prop | null; /** * Equivalent to IS_PED_USING_SCENARIO from V but takes a hash instead of a string. * * @param scenarioHash * @returns */ isUsingScenarioHash(scenarioHash: string | number): boolean; /** * Sets ped eye redness, weariness: 0.f to 1.f * * @param weariness */ set MetaWeariness(weariness: float); /** * Sets ped eye redness, weariness: 0.f to 1.f * * @param weariness * @returns The instance for method chaining */ setMetaWeariness(weariness: float): this; /** * @returns */ get Height(): float; /** * Only used in R* SP Scripts * _GET_PED_IN* * * @param eventType * @returns */ N_0x5E9FAF6C513347B4(eventType: string | number): Entity | null; /** * @param itemset * @param flag * @returns */ getPedsInCombatWithTarget(itemset: ItemSet, flag: int): int; /** * @param flagId * @returns */ getResetFlag(flagId: int): boolean; /** * Old name: SET_PED_CLOTH_PACKAGE_INDEX * * @param p1 */ set ClothPinFrames(p1: boolean); /** * Old name: SET_PED_CLOTH_PACKAGE_INDEX * * @param p1 * @returns The instance for method chaining */ setClothPinFrames(p1: boolean): this; /** * Params: p1 either a 1 or 0, so perhaps BOOL * _SET_PED_A* * * @param p1 */ N_0xD103F6DBB5442BE8(p1: int): void; /** * @param p1 * @param p2 * @param p3 * @param p4 */ knockOffProp(p1: boolean, p2: boolean, p3: boolean, p4: boolean): void; /** * @returns */ get IsBeingJacked(): boolean; /** * @returns */ get TimeOfDeath(): int; /** * _SET_H* - _SET_I* * * @param p1 */ N_0xC5B78E41DCF8227C(p1: boolean): void; /** * @returns */ get LodMultiplier(): float; /** * Used in R* MP Script fm_mission_controller and various R* SP Scripts for ambush* * * @param patternHash */ set FiringPattern2(patternHash: string | number); /** * Used in R* MP Script fm_mission_controller and various R* SP Scripts for ambush* * * @param patternHash * @returns The instance for method chaining */ setFiringPattern2(patternHash: string | number): this; /** * @returns outBone */ get LastDamageBone(): [boolean, number]; /** * @param variableName */ removeBlackboardInt(variableName: string): void; /** * Turns the desired ped into a cop. If you use this on the player ped, you will become almost invisible to cops dispatched for you. You will also report your own crimes, get a generic cop voice, get a cop-vision-cone on the radar, and you will be unable to shoot at other cops. Toggling ped as "false" has no effect; you must change p0's ped model to disable the effect. * toggle = bSetRelGroup * * @param toggle */ set AsCop(toggle: boolean); /** * Turns the desired ped into a cop. If you use this on the player ped, you will become almost invisible to cops dispatched for you. You will also report your own crimes, get a generic cop voice, get a cop-vision-cone on the radar, and you will be unable to shoot at other cops. Toggling ped as "false" has no effect; you must change p0's ped model to disable the effect. * toggle = bSetRelGroup * * @param toggle * @returns The instance for method chaining */ setAsCop(toggle: boolean): this; /** * @param value */ set IdRange(value: float); /** * @param value * @returns The instance for method chaining */ setIdRange(value: float): this; /** * @param groupId * @param p2 * @returns */ isGroupMember(groupId: int, p2: boolean): boolean; /** * _IS_PED_M* - _IS_PED_O* * * @param ped2 * @param p2 * @returns */ N_0x2DD4E0E26DFAD97D(ped2: Ped, p2: float): boolean; /** * @param bEnableIK */ set CanBodyRecoilIk(bEnableIK: boolean); /** * @param bEnableIK * @returns The instance for method chaining */ setCanBodyRecoilIk(bEnableIK: boolean): this; /** * @returns */ get LastMount(): Ped | null; /** * Changes health bar around heart core icon * INITIALISE_NEW_ROLE - Applying Super Jump buffs: p1 = 10, p2 = 0.0f * INITIALISE_NEW_ROLE - Clearing up Super Jump buffs: p1 = 10, p2 = 1.0f * _SET_D* * * @param p1 * @param p2 */ N_0x3FDCC1F8C17E303E(p1: int, p2: float): void; /** * @returns */ get RelationshipGroupHash(): number; /** * @param team * @param toggle * @returns The instance for method chaining */ setCanBeTargettedByTeam(team: int, toggle: boolean): this; /** * @param volume * @returns */ addStayOutVolume(volume: Volume): any; /** * _SET_PED_P* - _SET_PED_R* * * @param p1 */ N_0xA967D6A8ED2D713B(p1: boolean): void; /** * @param multiplier */ set LodMultiplier(multiplier: float); /** * @param multiplier * @returns The instance for method chaining */ setLodMultiplier(multiplier: float): this; /** * @returns */ get IsIntimidated(): boolean; /** * eventType: https://alloc8or.re/rdr3/doc/enums/eEventType.txt * * @param eventType * @returns */ isRespondingToEvent(eventType: string | number): boolean; /** * *RESET_PED** */ N_0x9D8DFE2DE9CB4DFC(): void; /** * @param p1 * @returns */ getRiderOfMount(p1: boolean): Ped | null; /** * @returns */ get IsSitting(): boolean; /** * @returns */ get NumComponentsInPed(): int; /** * @returns */ get IsSwimmingUnderWater(): boolean; /** * _SET_PED_T* - SET_PED_U* * * @param p1 * @param p2 */ N_0x8CB2553C559102C1(p1: int, p2: boolean): void; /** * @returns */ get CombatRange(): ePedCombatRange; /** * @param grappleAction */ set GrappleAction(grappleAction: string | number); /** * @param grappleAction * @returns The instance for method chaining */ setGrappleAction(grappleAction: string | number): this; /** * *RESET_PED** * * @param p1 */ N_0x370A973252741AC4(p1: boolean): void; /** * _SET_PED_TA* - *SET_PED_TO** * * @param p1 * @param p2 */ N_0x3C529A827998F9B3(p1: int, p2: int): void; /** * Based on TASK_COMBAT_HATED_TARGETS_AROUND_PED, the parameters are likely similar (PedHandle, and area to attack in). * * @param radius */ registerHatedTargetsAroundPed(radius: float): void; /** * @param modelHash * @param index * @param p3 * @param p4 * @param p5 * @param p6 * @returns */ createOnMount(modelHash: string | number, index: int, p3: boolean, p4: boolean, p5: boolean, p6: boolean): Ped | null; /** * @returns */ get IsReadyToRender(): boolean; /** * @param value */ set SeeingRange(value: float); /** * @param value * @returns The instance for method chaining */ setSeeingRange(value: float): this; /** * Copies ped's components and props to targetPed. * Can be used to clear anything from a ped by cloning it, including bullet holes. * * @param targetPed */ cloneToTarget(targetPed: Ped): void; /** * Known get up animation types: REAR, FRONT * * @param getUpType */ requestGetupAnimation(getUpType: string): void; /** * _CLEAR_PED_E* - _CLEAR_PED_L* */ N_0x87C2724A56F66020(): void; /** * Works similar to but is used to get category hashes instead * * @returns */ get NumComponentCategoriesInPed(): int; disableInjuredOnGroundBehaviour(): void; /** * @param pos * @param lookIntensity * @param p5 Refer to {@link eLookIntensity} * @returns */ setShouldPlayQuickScenarioExit(pos: Vector3, lookIntensity: int, p5: boolean): any; /** * _SET_PED_M* * * @param grapple * @returns */ N_0xC48AF420371C7407(grapple: string | number): any; /** * @param toggle */ set CanHeadIk(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setCanHeadIk(toggle: boolean): this; /** * *GET_IS_PED*(BLEEDING_OUT?)* * * @returns */ N_0x12EB4E31F092C9B3(): boolean; /** * Washing player's face/hands now * _FA* - _FI* * * @param p1 * @param p2 * @param p3 */ N_0xEB8886E1065654CD(p1: int, p2: string, p3: float): void; /** * @returns */ get IsBeingStealthKilled(): boolean; /** * *CLEAR_PED_COMBAT** * * @param combatStyleModHash */ clearCombatStyleMod(combatStyleModHash: string | number): void; /** * Only used in R* Script beat_sharp_shooter * Blocks ped from swimming underwater * * @param toggle */ set ImmersionFlag(toggle: boolean); /** * Only used in R* Script beat_sharp_shooter * Blocks ped from swimming underwater * * @param toggle * @returns The instance for method chaining */ setImmersionFlag(toggle: boolean): this; /** * normalized / non normalized * 0.0 / 1000.0 STARTED IN WRITHE STAGE * 1.0 / 0.0 END OF WRITHE, DEAD * -1.0 DEAD Returns some value from AI task 562 (unknown). * * @param normalized * @returns */ getRemainingRevivalTime(normalized: boolean): float; /** * `p1` is reset to `false` if there is some unknown task (maybe primary task?) in decompiled code. * * @param p1 * @param unkFlag1 */ removeFromMount(p1: boolean, unkFlag1: boolean): void; /** * Related to ped hat * _SET_PED_LA* - _SET_PED_LE* * * @param p1 */ N_0x5D4CD22A8C82A81A(p1: boolean): void; /** * @returns */ get GrappleStyle(): number; N_0x2371C39D4F91C288(): void; /** * @returns */ get IsDrunk(): boolean; /** * It adds the wetness level to the player clothing/outfit. As if player just got out from water surface. * * @param height */ set WetnessHeight(height: float); /** * It adds the wetness level to the player clothing/outfit. As if player just got out from water surface. * * @param height * @returns The instance for method chaining */ setWetnessHeight(height: float): this; /** * @param p1 */ requestVehicleVisibilityTracking(p1: boolean): void; /** * Returns true if given ped is a fish. * _IS_ME* - _IS_MO* * * @returns */ get IsMetaFish(): boolean; /** * @param enabled */ fakeSetLocoInjured(enabled: boolean): void; /** * Returns wether `0x1E017404784AA6A3` was applied on the ped. * some hashs MAR2_RIDE1, MAR2_RIDE1, RBCH1_RIDE1, SAD5_RIDE1 * * @param p1 * @returns */ N_0x7C8AA850617651D9(p1: string | number): any; /** * Returns stamina normalizedValue / normalizedUnlockedMax * * @returns */ get StaminaNormalized(): float; /** * state: * enum eKnockOffVehicle * { * KNOCKOFFVEHICLE_DEFAULT, * KNOCKOFFVEHICLE_NEVER, * KNOCKOFFVEHICLE_EASY, * KNOCKOFFVEHICLE_HARD * }; * * @param state */ set CanBeKnockedOffVehicle(state: int); /** * state: * enum eKnockOffVehicle * { * KNOCKOFFVEHICLE_DEFAULT, * KNOCKOFFVEHICLE_NEVER, * KNOCKOFFVEHICLE_EASY, * KNOCKOFFVEHICLE_HARD * }; * * @param state * @returns The instance for method chaining */ setCanBeKnockedOffVehicle(state: int): this; /** * @param healthAmount */ set MinHealthThreshold(healthAmount: float); /** * @param healthAmount * @returns The instance for method chaining */ setMinHealthThreshold(healthAmount: float): this; /** * _GET_PED_B* - _GET_PED_C* * * @returns */ N_0x89816B58C3466262(): any; /** * @returns */ get LootingPickupTargetEntity(): Entity | null; /** * _TOGGLE_S* - *UPDATE** * * @param pos * @param scale */ togglePlayerFlinch(pos: Vector3, scale: float): void; /** * @param target * @returns */ canInCombatSeeTarget(target: Ped): boolean; /** * _IS_PED_R* * * @returns */ N_0x3AEC4A410ECAF30D(): boolean; /** * Apply cold intensity to ped from 0.0 to 1.0 * * @param intensity * @param p2 */ applyColdToPed(intensity: float, p2: int): void; /** * @param p1 */ N_0xF634E2892220EF34(p1: any): void; /** * @param p1 * @returns */ isDefensiveAreaActive(p1: boolean): boolean; /** * @param motivationState * @returns */ getIsMotivationStateEnabled(motivationState: int): any; /** * @param ped2 */ cowerInPlace(ped2: Ped): void; /** * Only used in R* Script train_robbery4 * _SET_PED_D* * * @param p1 */ N_0x8822F124788B8D0A(p1: boolean): void; /** * Returns true if the ped is currently opening a door (CTaskOpenDoor). Old name: _IS_PED_OPENING_A_DOOR * * @returns */ get IsOpeningDoor(): boolean; /** * _SET_PED_O* * * @param p1 */ N_0x899DFA0009AC93DE(p1: float): void; /** * When set on a player ped, its just like when you die in RDO * * @param toggle */ set CanBeIncapacitated(toggle: boolean); /** * When set on a player ped, its just like when you die in RDO * * @param toggle * @returns The instance for method chaining */ setCanBeIncapacitated(toggle: boolean): this; /** * @param player * @returns */ getIsRespondingToNegativeInteraction(player: Player): any; /** * @param hash */ set RelationshipGroupDefaultHash(hash: string | number); /** * @param hash * @returns The instance for method chaining */ setRelationshipGroupDefaultHash(hash: string | number): this; /** * _GET_PED_D* * * @returns */ N_0x06A10B4D7F50B0C3(): boolean; /** * SOBER = 0.0f, SLIGHTLY_DRUNK = 0.25f, MODERATELY_DRUNK = 0.5f, VERY_DRUNK = 1.0f * * @param enabled * @param drunknessLevel * @returns The instance for method chaining */ setDrunkness(enabled: boolean, drunknessLevel: float): this; /** * Returns whether the specified ped is reloading. * * @returns */ get IsReloading(): boolean; /** * NB_CUSTOM_CLIENT_ON_CREATE_COMPLETE - set legendary to not avoid prey * * @param preyPed * @param p2 */ N_0x10F96086123B939F(preyPed: Ped, p2: float): void; /** * _IS_I* - _IS_L* * * @returns */ N_0x77243ED4F7CAAA55(): boolean; /** * _CLEAR* */ N_0x704C908E9C405136(): void; /** * @returns */ get IsUsingActionMode(): boolean; /** * @param p1 * @returns */ N_0xB65927F861E7AE39(p1: int): boolean; /** * @param toggle */ set CanTorsoIk(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setCanTorsoIk(toggle: boolean): this; /** * @returns */ get Tranquilizer(): Ped | null; /** * @returns */ get InteractionPersonality(): number; /** * *SET_PED*(A?)* * * @param pos1 * @param pos2 * @param p7 * @param p8 * @param p9 * @param entity * @param p11 * @returns The instance for method chaining */ setDefensiveAreaToAngledArea(pos1: Vector3, pos2: Vector3, p7: any, p8: boolean, p9: boolean, entity: Entity, p11: boolean): this; /** * Used in R* Script generic_weight_control_item * *CLEAR_PED_E* - CLEAR_PED*(G?)L* */ N_0x88A95BB640FC186F(): void; /** * _SET_PLAYER_N* - _SET_PLAYER_S* * * @param p1 */ N_0xC99F104BDF8C7F5A(p1: boolean): void; /** * Params: 0.0f to remove wound effects * * @param value */ updateWoundEffect(value: float): void; /** * Returns true/false if the ped is/isn't humanoid. * * @returns */ get IsHuman(): boolean; /** * @param p1 * @param p2 * @returns */ isPerformingMeleeAction(p1: int, p2: string | number): boolean; /** * @returns */ get IsGoingIntoCover(): boolean; /** * @returns The instance for method chaining */ setShouldPlayImmediateScenarioExit(): this; /** * @param variableName * @returns */ getBlackboardScriptBool(variableName: string): any; /** * Related to _0x704C908E9C405136 for component loading * Can be used to fix missing outfit changes, always paired with _UPDATE_PED_VARIATION * _S* * Doesn't actually return anything. * * @param isMP * @returns */ setActiveMetaComponentsUpdated(isMP: boolean): any; /** * @returns */ get VehicleDraftHorseIsAttachedTo(): Vehicle | null; /** * This is a way to get what drawables a ped has equipped * Example: you are able to tell if the ped has the drawable PLAYER_ZERO_HAT_017 attached * Note: this works with non shop components, direct .ydd files. * * @param index * @returns drawable; albedo; normal; material */ getMetaAssetGuids(index: int): [any, number, number, number, number]; /** * Directly removes a shop item component from a ped * Params: p2 and p3 are always 0 * * @param componentHash * @param p2 * @param p3 */ removeShopItemFromPed(componentHash: string | number, p2: int, p3: boolean): void; /** * brawlingStyle: * enum eBrawlingStyle : Hash * { * BS_AI = 0x802C604D, * BS_AI_BARBRAWL = 0x4FF5F0C7, * BS_AI_DEFENSIVE = 0xD888F2FD, * BS_AI_MOONSHINE_BARBRAWL = 0xA01B433A, * BS_ALLIGATOR = 0x7A5548ED, * BS_ALLIGATOR_LARGE = 0x368EC7CB, * BS_ALLY = 0x69C76C14, * BS_ANIMAL = 0xD777C754, * BS_BADGER = 0x7E7C3F53, * BS_BEAR = 0x0BC66E35, * BS_BEAVER = 0x4E313783, * BS_BOAR = 0x176A5831, * BS_BOUNTY_HUNTER = 0x3900654C, * BS_BRUISER = 0x4514DB61, * BS_BULL = 0x4E50C5D2, * BS_COUGAR = 0x9DAA7CCB, * BS_COW = 0xB0E91295, * BS_COYOTE = 0xA448EB69, * BS_DEER = 0xA781E6B3, * BS_DOG = 0x5A4155C4, * BS_ELK = 0x408697F0, * BS_FEMALE = 0x6A3BB2C2, * BS_FEMALE_STRONG = 0x4DAFDD84, * BS_GANGUP = 0xD0CECFF2, * BS_GOAT = 0x078E649F, * BS_HORSE = 0xF6B775F3, * BS_MICAH_FINALE = 0x1F0BB27A, * BS_MOOSE = 0x968917AB, * BS_MUSKRAT = 0x1EDC33AC, * BS_NO_MELEE = 0x25B5F931, * BS_PIG = 0x22EAD110, * BS_PLAYER = 0x78BAEF07, * BS_PLAYER_FINALE = 0xF9E77D2D, * BS_PLAYER_MOONSHINER = 0x687BF19F, * BS_PLAYER_WINTER1 = 0x3C6A802F, * BS_QUICK = 0xC4CABB1B, * BS_RACCOON = 0x505F8917, * BS_SHEEP = 0x6827CCCF, * BS_SNAKE = 0x82BEBC4B, * BS_TIMID = 0x431AEF77, * BS_WOLF = 0xA8F023D4 * }; * * @param brawlingStyle */ set BrawlingStyle(brawlingStyle: string | number); /** * brawlingStyle: * enum eBrawlingStyle : Hash * { * BS_AI = 0x802C604D, * BS_AI_BARBRAWL = 0x4FF5F0C7, * BS_AI_DEFENSIVE = 0xD888F2FD, * BS_AI_MOONSHINE_BARBRAWL = 0xA01B433A, * BS_ALLIGATOR = 0x7A5548ED, * BS_ALLIGATOR_LARGE = 0x368EC7CB, * BS_ALLY = 0x69C76C14, * BS_ANIMAL = 0xD777C754, * BS_BADGER = 0x7E7C3F53, * BS_BEAR = 0x0BC66E35, * BS_BEAVER = 0x4E313783, * BS_BOAR = 0x176A5831, * BS_BOUNTY_HUNTER = 0x3900654C, * BS_BRUISER = 0x4514DB61, * BS_BULL = 0x4E50C5D2, * BS_COUGAR = 0x9DAA7CCB, * BS_COW = 0xB0E91295, * BS_COYOTE = 0xA448EB69, * BS_DEER = 0xA781E6B3, * BS_DOG = 0x5A4155C4, * BS_ELK = 0x408697F0, * BS_FEMALE = 0x6A3BB2C2, * BS_FEMALE_STRONG = 0x4DAFDD84, * BS_GANGUP = 0xD0CECFF2, * BS_GOAT = 0x078E649F, * BS_HORSE = 0xF6B775F3, * BS_MICAH_FINALE = 0x1F0BB27A, * BS_MOOSE = 0x968917AB, * BS_MUSKRAT = 0x1EDC33AC, * BS_NO_MELEE = 0x25B5F931, * BS_PIG = 0x22EAD110, * BS_PLAYER = 0x78BAEF07, * BS_PLAYER_FINALE = 0xF9E77D2D, * BS_PLAYER_MOONSHINER = 0x687BF19F, * BS_PLAYER_WINTER1 = 0x3C6A802F, * BS_QUICK = 0xC4CABB1B, * BS_RACCOON = 0x505F8917, * BS_SHEEP = 0x6827CCCF, * BS_SNAKE = 0x82BEBC4B, * BS_TIMID = 0x431AEF77, * BS_WOLF = 0xA8F023D4 * }; * * @param brawlingStyle * @returns The instance for method chaining */ setBrawlingStyle(brawlingStyle: string | number): this; /** * You can also get the entity being carried and the entity it was taken from with a buffer on `ents`. Status: * INVALID = 0, * STARTING = 1, * PROGRESSING = 2, * FINISHING = 3 CARRYING TYPES: * UNK_0 = -1, * UNK_1 = 0, * UNK_2 = 1, * UNK_3 = 2, * UNK_4 = 3, * CARRYING_FROM_GROUND = 4, * CARRYING_FROM_MOUNT = 5, * PUTTING_DOWN_GROUND = 6, * PUTTING_DOWN_MOUNT = 7, * UNK_9 = 8, * UNK_10 = 9, * UNK_11 = 10 Filters: * ENTITY_ONLY = 0, * NOTHING = 1, * ENTITY_AND_TAKEN_FROM_ENTITY = 2 * * @param carryingType * @param p3 * @param filter Usually 4. * @returns Return the status of the wanted carrying action of a ped.; ents * @example * ```lua * -- Print the entity being carried from ground * local retval, entity = Citizen.InvokeNative(0x4642182A298187D0, PlayerPedId(), 1, Citizen.PointerValueInt(), 4, 0, Citizen.ResultAsInteger()) * if (retval ~= 0) then * print(entity) * end * * -- Print the entity (and mount) being carried from a mount * local struct = DataView.ArrayBuffer(2*8) * local retval = Citizen.InvokeNative(0x4642182A298187D0, PlayerPedId(), 5, struct:Buffer(), 4, 2, Citizen.ResultAsInteger()) * if (retval ~= 0) then * local entity = struct:GetInt32(0*8) * local fromEntity = struct:GetInt32(1*8) * print(entity, fromEntity) * end * ``` */ refreshCarryingStateForPed(carryingType: int, p3: int, filter: int): [int, Entity | null]; /** * @param ignoredPedType * @param p3 * @returns sizeAndPeds */ getNearbyPeds(ignoredPedType: int, p3: int): [int, number]; /** * @param pos * @param lookIntensity * @returns */ setShouldPlayCombatScenarioExit(pos: Vector3, lookIntensity: int): any; /** * @returns */ get IsInAnyPlane(): boolean; /** * @param modelHash * @returns */ isInModel(modelHash: string | number): boolean; /** * @returns */ get IsInGroup(): boolean; /** * For more information, see common:/data/emotional_presets.meta * * @param name */ requestEmotionalPreset(name: string): void; /** * Not implemented. * * @param p1 */ N_0xC991EF46FE323867(p1: any): void; /** * @returns */ get AccuracyAgainstLocalPlayerModifier(): float; /** * @returns */ get NumMetaOutfits(): int; N_0x2D976DBDC731DF80(): void; /** * Hashes: GS_DRAGGING, GS_FACE_TO_BACK, GS_FACE_TO_FACE, GS_FACE_TO_FACE_WALL, GS_MOUNTED * * @param style * @returns */ setGrappleStyle(style: string | number): any; /** * Gets MetaPedExpression at index specified Old name: _GET_PED_FACE_FEATURE * * @param index * @returns */ getCharExpression(index: int): float; /** * _SET_PED_M* * * @param p1 * @param p2 * @param p3 * @param p4 */ N_0x9AB33CB5834885B3(p1: float, p2: float, p3: float, p4: float): void; /** * @returns */ get RelationshipGroupDefaultHash(): number; /** * @param groupId */ set AsGroupMember(groupId: int); /** * @param groupId * @returns The instance for method chaining */ setAsGroupMember(groupId: int): this; /** * _SET_HO* * * @param p1 */ N_0xB8AB265426CFE6DD(p1: boolean): void; /** * @returns */ get Grappler(): Ped | null; /** * @param variableName * @returns */ getBlackboardScriptFloat(variableName: string): float; /** * *GET_IS_PED** * * @returns */ N_0x94132D7C8D3575C4(): boolean; /** * @param componentHash * @param wearableState * @param p3 * @param p4 * @param p5 */ updateShopItemWearableState(componentHash: string | number, wearableState: string | number, p3: int, p4: boolean, p5: int): void; /** * @param toggle */ set PauseWritheBleedout(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setPauseWritheBleedout(toggle: boolean): this; /** * @returns */ get IsRespondingToThreat(): boolean; /** * @param metapedType * @param p2 * @returns */ getShopItemHatComponent(metapedType: int, p2: boolean): any; /** * _SET_PED_K* or _SET_PED_L* * * @param p1 */ N_0x29924EB8EE9DB926(p1: float): void; /** * @param value */ set HearingRange(value: float); /** * @param value * @returns The instance for method chaining */ setHearingRange(value: float): this; /** * @param relationshipGroup */ set RelationshipGroupHash(relationshipGroup: string | number); /** * @param relationshipGroup * @returns The instance for method chaining */ setRelationshipGroupHash(relationshipGroup: string | number): this; /** * @param pos * @param radius * @returns */ isAnyHostileNearPoint(pos: Vector3, radius: float): boolean; /** * _SET_PED_M* * * @param p1 */ N_0x642720D8D69328B6(p1: string | number): void; /** * @param sweat */ set Sweat(sweat: float); /** * @param sweat * @returns The instance for method chaining */ setSweat(sweat: float): this; /** * Returns the entity that killed the ped It is best to check if the Ped is dead before asking for its killer. * * @returns */ get SourceOfDeath(): Entity | null; /** * Only used in SP R* Script train_robbery3: p1 = CLIPSET@VEH_TRAIN@HANDCART@BASE_PANIC & CLIPSET@VEH_TRAIN@HANDCART@BASE_PANIC_JOHN * * @param clipset */ N_0x6E8B87139854022D(clipset: string): void; /** * *ATTACH** * * @param ropeId */ N_0x8101BA1C0B462412(ropeId: int): void; /** * Params: ped, 0f, -1, true, true in R* MP Scripts * _SET_PED_DE* - _SET_PED_F* * * @param p1 * @param p2 * @param p3 * @param p4 * @returns The instance for method chaining */ setDirtCleaned(p1: float, p2: int, p3: boolean, p4: boolean): this; /** * @returns */ duelingDidPlayerHeadshotOpponent(): any; /** * @param value */ set VisualFieldMinAngle(value: float); /** * @param value * @returns The instance for method chaining */ setVisualFieldMinAngle(value: float): this; /** * _SET_PED_IN* * * @param p1 */ N_0x41C23A8E6B344867(p1: string): void; /** * @param variableName */ removeBlackboardHash(variableName: string): void; /** * @returns */ get IsFalling(): boolean; /** * @param flags */ clearRagdollBlockingFlags(flags: int): void; /** * @returns */ get IsLassoed(): boolean; /** * @param object * @param p2 * @param scenarioType * @param p4 * @param p5 * @returns */ requestForScenarioType(object: Prop, p2: string, scenarioType: string | number, p4: string, p5: boolean): any; /** * _IS_PED_FL* - _IS_PED_FU* * * @returns */ N_0x256EDD55C6BE1482(): boolean; /** * Only used in R* MP Script fm_mission_controller * * @param patternHash */ set FiringPattern3(patternHash: string | number); /** * Only used in R* MP Script fm_mission_controller * * @param patternHash * @returns The instance for method chaining */ setFiringPattern3(patternHash: string | number): this; /** * Hashes: STANDARD_PED_AGRO_GUARD, BOUNTY_HUNTER, PLAYER_HORSE, LAW_POLICE, GUARD_DOG, ATTACK_DOG * Personalities can also be found in common:/data/ai/interactionpersonalities * * @param personality */ set Personality(personality: string | number); /** * Hashes: STANDARD_PED_AGRO_GUARD, BOUNTY_HUNTER, PLAYER_HORSE, LAW_POLICE, GUARD_DOG, ATTACK_DOG * Personalities can also be found in common:/data/ai/interactionpersonalities * * @param personality * @returns The instance for method chaining */ setPersonality(personality: string | number): this; /** * Triggers a gunshot * Params: p5 = -1 in R* Scripts * * @param pos * @param p4 * @param p5 * @param p6 * @param p7 * @returns */ shootTriggerAtCoords(pos: Vector3, p4: int, p5: float, p6: int, p7: float): any; /** * _IS_PED_C* - _IS_PED_D* * * @returns */ N_0x577C60BA06D0EA64(): boolean; /** * Returns category hash that each ped component has. Hash examples: MASKS, HATS, HEADS, HORSE_MANES * * @param index * @returns */ getComponentCategoryByIndex(index: int): number; /** * @returns */ get IsUsingAnyScenario(): boolean; /** * @param amount */ set Money(amount: int); /** * @param amount * @returns The instance for method chaining */ setMoney(amount: int): this; /** * @returns */ get Stamina(): float; /** * Not implemented. * * @param p1 */ N_0x606D529DADA3C940(p1: any): void; knockOffVehicle(): void; /** * *HAS_PED** * * @returns */ N_0xFA8C10DCE0706D43(): boolean; /** * Only used in R* SP Scripts * _GET_PLAYER_W* - *GET_RANDOM** * * @param eventType * @returns coords */ N_0xCB8F4C9343EBE240(eventType: string | number): [boolean, Vector3]; /** * Ped can not pull out a weapon when true * * @param p1 * @param p2 * @returns The instance for method chaining */ setEnableHandcuffs(p1: boolean, p2: boolean): this; /** * _SET_W(EAPON?)* * * @param bonus */ set TotalDamageFalloffBonus(bonus: float); /** * _SET_W(EAPON?)* * * @param bonus * @returns The instance for method chaining */ setTotalDamageFalloffBonus(bonus: float): this; /** * Old name: _SET_PED_SHOULD_PLAY_DIRECTED_SCENARIO_EXIT * * @param pos * @returns */ setShouldPlayDirectedNormalScenarioExit(pos: Vector3): any; /** * memoryType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/_PED_SET_SIMPLE_PLAYER_MEMORY * * @param memoryType */ set SimplePlayerMemory(memoryType: int); /** * memoryType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/_PED_SET_SIMPLE_PLAYER_MEMORY * * @param memoryType * @returns The instance for method chaining */ setSimplePlayerMemory(memoryType: int): this; /** * something to do with speech lines? * some hashs MAR2_RIDE1, MAR2_RIDE1, RBCH1_RIDE1, SAD5_RIDE1 * * @param p1 * @returns */ N_0x1E017404784AA6A3(p1: string | number): boolean; /** * @returns */ get ActiveAnimalOwner(): Ped | null; /** * @returns */ get Type(): int; /** * Only used in SP R* Script rcm_jack2 * * @param object * @param p2 * @param p3 * @param p4 * @returns */ giveScenarioPropDynamic(object: Prop, p2: string, p3: string, p4: boolean): any; /** * _IS_PED_S* - _IS_PED_U* * * @returns */ get LassoerOfPed(): Entity | null; /** * Only used in SP R* Script winter1: p1 = Winter1Mount * * @param p1 */ N_0x9B65444C07B782BF(p1: string): void; /** * @returns */ get CrouchMovement(): any; /** * @returns */ get IsRunningMobilePhoneTask(): boolean; /** * @returns */ get IsInCoverFacingLeft(): boolean; /** * accuracy = 0-100, 100 being perfectly accurate * * @param accuracy */ set Accuracy(accuracy: int); /** * accuracy = 0-100, 100 being perfectly accurate * * @param accuracy * @returns The instance for method chaining */ setAccuracy(accuracy: int): this; /** * _IS_PED_S* - _IS_PED_U* * * @returns */ N_0x913D04A5176F84C9(): boolean; /** * Set the pelt of the animal to the back of the horse * EXAMPLE: * local mount = GetMountOwnedByPlayer(PlayerId()) * Citizen.InvokeNative(0xC412AA1C73111FE0,mount,GetHashKey('PROVISION_DEER_HIDE_POOR'),GetHashKey('a_c_deer_01_uppr_000_c0_001_ab'),0,0) * * @param itemHash * @param albedo * @param normal * @param p4 * @returns The instance for method chaining */ setPeltForHorseByInventoryItem(itemHash: string | number, albedo: string | number, normal: string | number, p4: boolean): this; /** * @param multiplier */ set HeadshotDamageMultiplier(multiplier: float); /** * @param multiplier * @returns The instance for method chaining */ setHeadshotDamageMultiplier(multiplier: float): this; /** * @returns Returns `true` if the ped is in the water, or on a boat that is in the water. */ get IsAfloat(): boolean; /** * @returns */ get IsAPlayer(): boolean; /** * This function will simply bring the dead ped back to life. Before calling this function, you may want to declare the position, where your Resurrected ped to be spawn at because theres a chance the ped will fall through the map Also, disabling any assigned task immediately helped in the number of scenarios, where If you want peds to perform certain decided tasks. */ resurrectPed(): void; /** * returns the number of reserved stamina similar to _GET_NUM_RESERVED_HEALTH * * @returns */ get NumReservedStamina(): int; /** * @returns */ get IsJacking(): boolean; /** * _SET_PED_IN* * * @param speechParams */ N_0x8AF46E5159A5B620(speechParams: string | number): void; /** * @param isNetwork * @param bScriptHostPed * @param copyHeadBlendFlag * @returns */ clonePed(isNetwork: boolean, bScriptHostPed: boolean, copyHeadBlendFlag: boolean): Ped | null; /** * *ADD** */ N_0xEF371232BC6053E1(): void; /** * @param gxtEntryHash */ set PromptNameFromGxtEntry2(gxtEntryHash: string | number); /** * @param gxtEntryHash * @returns The instance for method chaining */ setPromptNameFromGxtEntry2(gxtEntryHash: string | number): this; /** * Update variation on ped, needed after first creation, or when component or texture/overlay is changed * * @param p1 * @param p2 * @param p3 * @param p4 * @param p5 */ updateVariation(p1: boolean, p2: boolean, p3: boolean, p4: boolean, p5: boolean): void; /** * _SET_C* * * @param p1 */ N_0xEC60D1D225BC50AA(p1: float): void; /** * @returns */ N_0xF9331B3A314EB49D(): boolean; /** * limb: 3 = Left Hand, 4 = Left Arm, 6 = Right Hand, 7 = Right Arm, 9 = Left Foot, 10 = Left Leg, 12 = Right Foot, 13 = Right Leg, 37 = Head * * @param limb * @returns */ hasTakenGoreDamage(limb: int): any; /** * _SET_PED_MO* * * @param p1 * @param p2 * @param p3 * @param p4 */ N_0x3A5697B80FED5EBE(p1: float, p2: float, p3: float, p4: float): void; /** * Returns dismounted timestamp * * @param player * @returns */ getPlayerDismountTimestamp(player: Player): int; /** * @param targetPed * @returns */ isTarget(targetPed: Ped): boolean; /** * @param p1 * @returns */ getDefensiveAreaPosition(p1: boolean): Vector3; /** * Used in Script Function SKCS_PLAYER_ROBBING * _SET_PED_A* * * @param p1 */ N_0x85F500F4E24CA43E(p1: float): void; /** * Used in script function METAPED_CLOTHING__XML__APPLY_OUTFIT_TINTS_TO_PED * * @param componentCategory * @param palette * @param tint0 * @param tint1 * @param tint2 * @returns The instance for method chaining */ setTextureOutfitTints(componentCategory: string | number, palette: string | number, tint0: int, tint1: int, tint2: int): this; /** * @param p1 * @returns */ N_0xB7DBB2986B87E230(p1: float): boolean; /** * It clears the wetness of the selected Ped/Player. Clothes have to be wet to notice the difference. */ clearWetness(): void; /** * @param p1 */ clearBloodDamageByZone(p1: int): void; /** * mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/fwFacialAnimRequest__Mood * Params: p2 = 6 in R* Scripts * * @param mood * @param p2 */ requestFacialMoodThisFrame(mood: string | number, p2: int): void; /** * @param lootFlag * @returns */ getLootingFlag(lootFlag: eLootingFlags): boolean; /** * @returns */ get PedsJacker(): Ped | null; /** * Seems to set the ped's loco type. * Values used in the scripts: * algie * angry_female * arthur_healthy * cowboy * cowboy_f * default * default_female * free_slave_01 * free_slave_02 * gold_panner * guard_lantern * injured_general * john_marston * lilly_millet * lone_prisoner * lost_man * mp_ova_hunter * mp_ova_hunter_female * murfree * old_female * primate * rally * waiter * war_veteran * * @param locomotionArchetype */ set DesiredLocoForModel(locomotionArchetype: string); /** * Seems to set the ped's loco type. * Values used in the scripts: * algie * angry_female * arthur_healthy * cowboy * cowboy_f * default * default_female * free_slave_01 * free_slave_02 * gold_panner * guard_lantern * injured_general * john_marston * lilly_millet * lone_prisoner * lost_man * mp_ova_hunter * mp_ova_hunter_female * murfree * old_female * primate * rally * waiter * war_veteran * * @param locomotionArchetype * @returns The instance for method chaining */ setDesiredLocoForModel(locomotionArchetype: string): this; /** * @param player * @returns */ getIsRespondingToPositiveInteraction(player: Player): any; /** * Gets a registered/attached prop entity for a particular ped. Second parameter will detach the prop entity from the ped if true. Props primarily appear to come from scenarios, such as a broom or hay bale. Known props: https://pastebin.com/ap2NEJqB * * @param propName * @param detachProp * @returns */ getRegisterProp(propName: string, detachProp: boolean): Entity | null; /** * @param p1 */ disableAllLookAtRequests(p1: int): void; /** * @param animName * @param p2 * @returns The instance for method chaining */ setGetupAnimation(animName: string, p2: boolean): this; /** * This only works if you call first, or if you set `amount` to `0.0` or it dries natually you will have to apply `SET_PED_WETNESS_HEIGHT` again * * @param amount */ set Wetness(amount: float); /** * This only works if you call first, or if you set `amount` to `0.0` or it dries natually you will have to apply `SET_PED_WETNESS_HEIGHT` again * * @param amount * @returns The instance for method chaining */ setWetness(amount: float): this; /** * _CLEAR_PED_M* * * @param p1 */ N_0x7C10221CE718AA72(p1: int): void; /** * _CAN_PED_SEE* - *CAN_PED_USE*(SCENARIO_HASH?)* * * @param p1 * @param p2 * @returns */ N_0x1148F706CF4EBDDA(p1: string | number, p2: int): boolean; /** * @returns Refer to {@link ePedDamageCleanliness} */ get DamageCleanliness(): int; /** * Same as SET_PED_ARMOUR, but ADDS 'amount' to the armor the Ped already has. * * @param amount */ addArmourToPed(amount: int): void; /** * TLR_ExitTask = 0, * TLR_NeverLoseTarget, * TLR_SearchForTarget * * @param responseType */ set TargetLossResponse(responseType: int); /** * TLR_ExitTask = 0, * TLR_NeverLoseTarget, * TLR_SearchForTarget * * @param responseType * @returns The instance for method chaining */ setTargetLossResponse(responseType: int): this; /** * If returned true, SET_ENABLE_BOUND_ANKLES is called in R* Script guama2 * _GET_D* - _GET_E* * * @returns */ N_0x8822F139408B8D0A(): boolean; /** * @param p1 * @returns */ isLocationSpawnSafe(p1: float): boolean; /** * @param modifier */ set AccuracyAgainstLocalPlayerModifier(modifier: float); /** * @param modifier * @returns The instance for method chaining */ setAccuracyAgainstLocalPlayerModifier(modifier: float): this; /** * @param speech */ set InteractionNegativeResponse(speech: string); /** * @param speech * @returns The instance for method chaining */ setInteractionNegativeResponse(speech: string): this; /** * *CAN_PED** * * @param ped2 * @param p2 * @returns */ N_0x99DF2639DA76C1DC(ped2: Ped, p2: int): boolean; /** * @returns */ get LassoTarget(): Entity | null; /** * Params: p2, p3 usually 0 in R* Scripts * * @param componentCategory * @param p2 * @param p3 */ removeShopItemFromByCategory(componentCategory: string | number, p2: int, p3: boolean): void; /** * @param range */ set VisualFieldPeripheralRange(range: float); /** * @param range * @returns The instance for method chaining */ setVisualFieldPeripheralRange(range: float): this; /** * Returns boneIndex * * @param boneId * @returns */ getRagdollBoneIndex(boneId: int): int; /** * @returns */ get BlockingOfNonTemporaryEvents(): any; /** * Returns kneeling, sitting, squating, and sleeping scenario hashes * * @returns */ get ActiveDynamicScenario2(): number; /** * Returns ped drunk level * _H* or _I* * * @returns */ get Drunkness(): float; /** * This only will teleport the ped to the group leader if the group leader teleports (sets coords). Only works in singleplayer * * @param groupId * @param toggle * @returns The instance for method chaining */ setCanTeleportToGroupLeader(groupId: int, toggle: boolean): this; /** * @param timeMin * @param timeMax * @param ragdollType * @param falldirX * @param falldirY * @param falldirZ * @param p7 * @param p8 * @param p9 * @param p10 * @param p11 * @param p12 * @param p13 * @returns */ setToRagdollWithFall(timeMin: int, timeMax: int, ragdollType: int, falldirX: float, falldirY: float, falldirZ: float, p7: float, p8: float, p9: float, p10: float, p11: float, p12: float, p13: float): boolean; /** * The higher the multiplier the less the engine renders culls (https://docs.unity3d.com/Manual/OcclusionCulling.html) * * @param p1 * @param p2 * @returns The instance for method chaining */ setCullRange(p1: float, p2: float): this; /** * @returns */ get LassoedLassoer(): Ped | null; /** * @param p2 */ N_0x5CB2EBB467BE3ED6(p2: float): void; clearDecorations(): void; /** * @returns */ get SeatIsTryingToEnter(): int; /** * combatType can be between 0-14. See GET_COMBAT_FLOAT below for a list of possible parameters. * https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_FLOATS * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eCombatAttributeFloats * * @param combatType * @param newValue * @returns The instance for method chaining */ setCombatFloat(combatType: int, newValue: float): this; /** * configHash: see pedhealth.meta * * @param configHash */ set HealthConfig(configHash: string | number); /** * configHash: see pedhealth.meta * * @param configHash * @returns The instance for method chaining */ setHealthConfig(configHash: string | number): this; /** * @param value */ set MinMoveBlendRatio(value: float); /** * @param value * @returns The instance for method chaining */ setMinMoveBlendRatio(value: float): this; /** * @returns */ get GrappleFlag(): int; /** * @param p1 * @param p2 */ forcePedAiAndAnimationUpdateEx(p1: boolean, p2: boolean): void; /** * @param toggle */ set BlockingOfNonTemporaryEvents(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setBlockingOfNonTemporaryEvents(toggle: boolean): this; /** * -1 - HORSE_ASSIST__NO_CHANGE * 0 - HORSE_ASSIST__MANUAL * 1 - HORSE_ASSIST__SEMIASSIST * 2 - HORSE_ASSIST__FULLASSIST * * @param avoidanceLevel */ set HorseAvoidanceLevel(avoidanceLevel: int); /** * -1 - HORSE_ASSIST__NO_CHANGE * 0 - HORSE_ASSIST__MANUAL * 1 - HORSE_ASSIST__SEMIASSIST * 2 - HORSE_ASSIST__FULLASSIST * * @param avoidanceLevel * @returns The instance for method chaining */ setHorseAvoidanceLevel(avoidanceLevel: int): this; /** * Can be used to get a peds foliage active status: variableName = FoliageActive * * @param variableName * @returns */ getBlackboardBool(variableName: string): any; /** * @param flag */ clearGrappleFlag(flag: int): void; /** * Returns whether a ped has interacted with a player recently. * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/0x947E43F544B6AB34 * * @param player * @param flag * @param ms * @returns */ hasInteractedWithPlayerRecently(player: Player, flag: int, ms: int): boolean; /** * Used in Script Function MP_MAIN_OFFLINE__INITIALIZE_FLOW & PROCESS_GENERIC_PLAYER_INITIALIZATION * * @param p1 */ N_0x5CA20FBE49891BBD(p1: int): void; /** * @returns */ get IsAimingFromCover(): boolean; /** * Size will be permanent * * @param attributeIndex * @param size * @returns The instance for method chaining */ setTankAttributeSize(attributeIndex: ePedAttribute, size: float): this; /** * @param p2 */ N_0x9F0F28B42C4EE80A(p2: float): void; /** * See _REQUEST_PED_EMOTIONAL_PRESET * * @param name */ removeEmotionalPreset(name: string): void; /** * @param gxtEntryHash */ set PromptNameFromGxtEntry(gxtEntryHash: string | number); /** * @param gxtEntryHash * @returns The instance for method chaining */ setPromptNameFromGxtEntry(gxtEntryHash: string | number): this; /** * Returns Ped Quality to be used to calculate Skinning Quality * * @returns */ get Quality(): int; /** * @param commandHash * @returns */ getIsCommandHashPresent(commandHash: string | number): any; resetIncapacitationBleedOutDuration(): void; /** * _SET_PED_R* -_SET_PED_S* */ N_0xE29D8CD66553DBAA(): void; /** * @param player * @param duration * @returns The instance for method chaining */ setPlayerGreetDisabledForPed(player: Player, duration: int): this; /** * seems to only work with PD_Vomit ? * * @param boneId * @param offset * @param rot * @param damagePack */ applyDamagePackToBone(boneId: int, offset: Vector3, rot: Vector3, damagePack: string): void; /** * 0.0 <= stamina <= 100.0 * * @param stamina */ restoreStamina(stamina: float): void; /** * @param propName */ removeProp(propName: string): void; /** * @param name */ set PromptName(name: string); /** * @param name * @returns The instance for method chaining */ setPromptName(name: string): this; /** * @param grappleAnim */ set GrappleAnimation(grappleAnim: string | number); /** * @param grappleAnim * @returns The instance for method chaining */ setGrappleAnimation(grappleAnim: string | number): this; /** * *FORCE_PED** * * @param p1 * @param p2 * @param p3 */ N_0xC2722B252C79E641(p1: any, p2: any, p3: boolean): void; /** * @param motivationState * @param enabled Refer to {@link eMotivationState} * @returns The instance for method chaining */ setMotivationStateOverride(motivationState: int, enabled: boolean): this; /** * @param component * @param p2 */ removeTagFromMetaPed(component: string | number, p2: int): void; /** * @param player * @param dismountedTimestamp */ N_0xA691C10054275290(player: Player, dismountedTimestamp: int): void; /** * @param p1 * @param p2 * @returns */ N_0x5203038FF8BAE577(p1: int, p2: int): boolean; /** * @param combatMovement */ set CombatMovement(combatMovement: ePedCombatMovement); /** * @param combatMovement * @returns The instance for method chaining */ setCombatMovement(combatMovement: ePedCombatMovement): this; /** * @returns */ N_0xA4B6432E3880F2F9(): boolean; /** * Returns whether the entity is in stealth mode * * @returns */ get StealthMovement(): boolean; /** * Returns whether or not a ped is visible within your FOV, not this check auto's to false after a certain distance. * Target needs to be tracked first, won't work otherwise. * * @returns */ get IsTrackedVisible(): boolean; /** * Changes Multiplayer ped face and body type components, they can be stacked * Params: p3 = 1 * Body shape for mp_male from 124 - 128, 110 - 115 for mp_female * Face shape for mp_male from 110 - 123, 96 - 109 for mp_female * Cloth type for mp_male from 0 - 109, 0 - 95 for mp_female * * @param component * @param p2 * @param p3 */ equipMetaOutfitExtra(component: int, p2: any, p3: any): void; /** * Alters entity's stamina by 'amount'. Can be negative (to drain stamina). float amount: -1000.0 - 1000.0 * * @param amount * @returns */ changeStamina(amount: float): any; /** * @param volume * @returns */ removeStayOutVolume(volume: Volume): any; /** * _SET_PED_A* * * @param p1 */ N_0x405180B14DA5A935(p1: boolean): void; /** * Notes: The function only returns true while the ped is: * A.) Swinging a random melee attack (including pistol-whipping) B.) Reacting to being hit by a melee attack (including pistol-whipping) C.) Is locked-on to an enemy (arms up, strafing/skipping in the default fighting-stance, ready to dodge+counter). You don't have to be holding the melee-targeting button to be in this stance; you stay in it by default for a few seconds after swinging at someone. If you do a sprinting punch, it returns true for the duration of the punch animation and then returns false again, even if you've punched and made-angry many peds * * @returns */ get IsInMeleeCombat(): boolean; /** * @param object * @param propName * @param animName */ N_0xCE7A6C1D5CDE1F9D(object: Prop, propName: string, animName: string): void; /** * @returns */ get MotionFocusEntity(): Entity | null; /** * @param vehicle * @returns */ isOnSpecificVehicle(vehicle: Vehicle): boolean; /** * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CLootingFlags__Flags * https://github.com/femga/rdr3_discoveries/tree/master/AI/LOOTING_FLAGS * * @param lootFlag * @param enabled Refer to {@link eLootingFlags} * @returns The instance for method chaining */ setLootingFlag(lootFlag: eLootingFlags, enabled: boolean): this; /** * @returns */ removeSubscribeToLegendaryBlips(): boolean; /** * @returns */ get IsDiving(): boolean; /** * @param state * @param p2 * @param immediately * @returns The instance for method chaining */ setCrouchMovement(state: boolean, p2: int, immediately: boolean): this; /** * @param p2 */ N_0x54D3CD482742C482(p2: float): void; /** * @param p1 * @param p2 * @returns */ isInCover(p1: boolean, p2: boolean): boolean; /** * nullsub, doesn't do anything * * @param name */ set NameDebug(name: string); /** * nullsub, doesn't do anything * * @param name * @returns The instance for method chaining */ setNameDebug(name: string): this; /** * @returns */ get IsInFlyingVehicle(): boolean; /** * @returns */ get IsGettingIntoAVehicle(): boolean; /** * @returns */ get IsUsingActionMode2(): boolean; /** * p2 is always 0, p3 is always 0, p4 is always 1 * * @param scenario * @param p2 * @param p3 * @param p4 * @returns */ canUseScenarioPoint(scenario: int, p2: any, p3: any, p4: any): any; /** * @returns */ get IsCarryingSomething(): boolean; /** * @returns The instance for method chaining */ setMoveAnimsBlendOut(): this; /** * @param angle */ set VisualFieldCenterAngle(angle: float); /** * @param angle * @returns The instance for method chaining */ setVisualFieldCenterAngle(angle: float): this; /** * @returns */ get IsDoingScenarioTransition(): boolean; /** * https://github.com/femga/rdr3_discoveries/tree/master/AI/RAGDOLL_BLOCKING_FLAGS * * @param flags */ set RagdollBlockingFlags(flags: int); /** * https://github.com/femga/rdr3_discoveries/tree/master/AI/RAGDOLL_BLOCKING_FLAGS * * @param flags * @returns The instance for method chaining */ setRagdollBlockingFlags(flags: int): this; /** * @param toggle */ set Gravity(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setGravity(toggle: boolean): this; /** * Returns loot state * enum eLootState * { * LAP_NONE, * LAP_RESUMING, * LAP_GETTING_ON_FOOT, * LAP_DISTANT_NAV, * LAP_CHOOSING_ACTION, * LAP_APPROACHING, * LAP_ENTERING, * LAP_LOOTING, * LAP_EXITING * }; *POSSE** - _REGISTER_HATED* * * @param p1 * @param p3 * @param p4 * @returns lootTarget */ refreshLootStateForPed(p1: int, p3: int, p4: int): [int, Ped | null]; /** * @returns The instance for method chaining */ setRagdollForceFall(): this; resetLadderMovementSpeedModifier(): void; /** * Params: hash - ARTHUR or JOHN * *SET_PED*(A-D)* * * @param playerType */ set ActivePlayerType(playerType: string | number); /** * Params: hash - ARTHUR or JOHN * *SET_PED*(A-D)* * * @param playerType * @returns The instance for method chaining */ setActivePlayerType(playerType: string | number): this; /** * Deletes the specified ped, then sets the handle pointed to by the pointer to NULL. */ deletePed(): void; clearBloodDamage(): void; /** * @returns */ get IsStopped(): boolean; /** * @param p1 */ set RemoveNetworked(p1: int); /** * @param p1 * @returns The instance for method chaining */ setRemoveNetworked(p1: int): this; /** * _RESET_PED_C* */ N_0xB4B7C92FCE7347B7(): void; /** * @param p1 * @param p2 */ N_0xDEE8D30AA5C2E28D(p1: string | number, p2: boolean): void; /** * @param flags */ set IncapacitationFlags(flags: int); /** * @param flags * @returns The instance for method chaining */ setIncapacitationFlags(flags: int): this; /** * @param entity * @param pos * @param radius * @param p6 * @param p7 * @returns The instance for method chaining */ setDefensiveSphereAttachedToEntity(entity: Entity, pos: Vector3, radius: float, p6: int, p7: boolean): this; /** * @param range */ set CombatRange(range: ePedCombatRange); /** * @param range * @returns The instance for method chaining */ setCombatRange(range: ePedCombatRange): this; /** * angle is ped's view cone * * @param otherPed * @param angle * @returns */ isFacingPed(otherPed: Ped, angle: float): boolean; /** * @returns */ get IsQueuedForDeletion(): boolean; /** * _SET_D* * * @param p1 * @param p2 */ N_0xE50C9816B3F22D8B(p1: string | number, p2: float): void; /** * @param index */ set GroupMemberPassengerIndex(index: int); /** * @param index * @returns The instance for method chaining */ setGroupMemberPassengerIndex(index: int): this; N_0xC9151483CC06A414(): void; /** * @returns */ get IsClimbingLadder(): boolean; /** * @param p1 * @param p2 */ N_0xD049FDAF089FDDB0(p1: string | number, p2: float): void; /** * @returns */ get IsHogtying(): boolean; /** * Hashes: GUARD, COMBAT_ANIMAL, LAW, LAW_SHERIFF * _SET_PED_COMBAT_A* - _SET_PED_COMBAT_M* * * @param p1 */ set CombatAttributeHash(p1: string | number); /** * Hashes: GUARD, COMBAT_ANIMAL, LAW, LAW_SHERIFF * _SET_PED_COMBAT_A* - _SET_PED_COMBAT_M* * * @param p1 * @returns The instance for method chaining */ setCombatAttributeHash(p1: string | number): this; /** * Used in Script Function PLAYER_HEAD_TRACKING_MAINTAIN * * @param targetEntity * @param p2 * @param p3 * @param p4 * @param p5 * @param p6 * @param p7 * @param p8 * @param p9 */ N_0xF9CBD46433E36713(targetEntity: Entity, p2: float, p3: float, p4: float, p5: float, p6: float, p7: float, p8: float, p9: string): void; /** * @param actionDisableFlag */ clearTargetActionDisableFlag(actionDisableFlag: eActionDisableFlags): void; /** * Returns how deep the water is below the ped (if in water) * -1.0f = Not in water * 10.0f = Max water depth * * @returns */ get PlayerWaterDepth(): float; /** * @param actionDisableFlag */ set TargetActionDisableFlag(actionDisableFlag: eActionDisableFlags); /** * @param actionDisableFlag * @returns The instance for method chaining */ setTargetActionDisableFlag(actionDisableFlag: eActionDisableFlags): this; /** * @returns */ get IsFleeing(): boolean; /** * @returns */ get IsFallingOver(): boolean; /** * target: 0 affects everyone * duration: -1 indefinite * flag: always 4 in R* Scripts * * @param presetName * @param targetPed * @param duration * @param flag */ emotionalPresetLocoMotion(presetName: string, targetPed: Ped, duration: int, flag: int): void; /** * @returns */ canBeMounted(): any; /** * https://github.com/femga/rdr3_discoveries/tree/master/AI/FLEE_ATTRIBUTES attributeFlags: * enum eFleeAttribute * { * FA_FORCE_EXIT_VEHICLE = (1 << 16), * FA_DISABLE_MOUNT_USAGE = (1 << 20), * FA_DISABLE_ENTER_VEHICLES = (1 << 22), * }; * * @param attributeFlags * @param enable * @returns The instance for method chaining */ setFleeAttributes(attributeFlags: int, enable: boolean): this; /** * @param multiplier */ set StaminaDepletionMultiplier(multiplier: int); /** * @param multiplier * @returns The instance for method chaining */ setStaminaDepletionMultiplier(multiplier: int): this; /** * _C* */ N_0x5A1A929C8B729B4A(): void; /** * p1 is always 1 * * @param p1 */ refreshMetaShopItems(p1: int): void; /** * @returns */ get BrawlingStyle(): number; /** * @param p1 * @returns */ getDefensiveVolume(p1: any): Volume | null; /** * @param pos * @param radius */ registerHatedTargetsInArea(pos: Vector3, radius: float): void; /** * @returns */ get IsInAnyTaxi(): boolean; /** * If returned true: There are enemy peds near friendly turn in ped. Going to aggro. * If returned false: Moving back to idle as there aren't any remaining enemy peds near ped * *IS_PED_IN** * * @param pos * @param radius * @param p5 * @returns */ isInPoint(pos: Vector3, radius: float, p5: boolean): boolean; /** * @returns */ get StaminaDepletionMultiplier(): float; /** * @param multiplier */ set StaminaRechargeMultiplier(multiplier: int); /** * @param multiplier * @returns The instance for method chaining */ setStaminaRechargeMultiplier(multiplier: int): this; /** * Used in Script Functions PLAYER_HORSE_RELEASE_HORSE_TO_AMBIENT_WORLD (p1 = true), HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = false) * Set to false for player horse in scripts and seems it's only true when releasing/changing a player horse? Cannot determine what effect it has, but it doesn't seem to affect _GET_HORSE_TAMING_STATE * * @param clear */ clearActiveAnimalOwner(clear: boolean): void; /** * @returns */ get IsInAnyTrain(): boolean; /** * Detect if ped is sitting in the specified vehicle * [True/False] * * @param vehicle * @returns */ isSittingInVehicle(vehicle: Vehicle): boolean; /** * Forces transition now, called together with 0xD65FDC686A031C83 */ addScenarioTransition(): void; /** * _SET_PED_COMBAT_R - _SET_PED_C* * * @param p1 */ N_0x815C0074A1BC0D93(p1: int): void; /** * @returns */ get Mount(): Ped | null; /** * @returns */ get Money(): int; /** * https://github.com/femga/rdr3_discoveries/blob/master/peds_customization/ped_decals.lua * * @param damagePack * @param damage * @param mult */ applyDamagePack(damagePack: string, damage: float, mult: float): void; /** * motionStateHash: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CPedMotionStates__eMotionState * * @param motionStateHash * @param p2 * @param p3 * @param p4 * @returns */ forceMotionState(motionStateHash: string | number, p2: boolean, p3: int, p4: boolean): boolean; /** * @param p2 * @param p3 * @returns p1 */ N_0x6B67320E0D57856A(p2: int, p3: boolean): number; /** * @param p1 * @param p2 */ clearDamageDecalByZone(p1: int, p2: string): void; /** * Not implemented. */ N_0x600BBDD29820370C(): void; /** * @param value */ set MaxTimeInWater(value: float); /** * @param value * @returns The instance for method chaining */ setMaxTimeInWater(value: float): this; /** * combined with PED::SET_PED_WETNESS_HEIGHT(), this native makes the ped drenched in water up to the height specified in the other function * * @returns The instance for method chaining */ setWetnessEnabledThisFrame(): this; /** * Used in Script Function AGGRO_SHOULD_PED_HEAR_DEATH * *GET_PED** * * @returns */ N_0x900CA00CE703E1E2(): float; /** * @param name */ set PromptName2(name: string); /** * @param name * @returns The instance for method chaining */ setPromptName2(name: string): this; /** * @param p1 * @param p2 * @param p3 */ N_0x9F933E0985E12C51(p1: float, p2: float, p3: float): void; /** * Gets a value indicating whether this ped's health is below its fatally injured threshold. The default threshold is 100. * If the handle is invalid, the function returns true. * * @returns */ get IsFatallyInjured(): boolean; /** * _IS_PED_IN* * * @returns */ get IsInvestigating(): boolean; /** * @returns */ get CurrentTargetForPed(): Entity | null; /** * _CLEAR_PED_B* - _CLEAR_PED_C* */ N_0xA7DC9266ED6A4E51(): void; /** * Overrides the ped's collision capsule radius for the current tick. * Must be called every tick to be effective. Setting this to 0.001 will allow warping through some objects. * * @param value */ set Capsule(value: float); /** * Overrides the ped's collision capsule radius for the current tick. * Must be called every tick to be effective. Setting this to 0.001 will allow warping through some objects. * * @param value * @returns The instance for method chaining */ setCapsule(value: float): this; /** * @param entity * @returns */ isHeadtrackingEntity(entity: Entity): boolean; /** * @returns */ get IsVaulting(): boolean; /** * _IS_PED_M* - _IS_PED_O* * * @returns */ N_0xBD0E4F52F6D95242(): boolean; /** * @returns */ wasKilledByHeadshot(): boolean; /** * @param pedKiller * @param weapon */ forceDeath(pedKiller: Ped, weapon: string | number): void; /** * Old name: _GET_PED_CURRENT_MOVEMENT_SPEED * * @returns speedX; speedY */ get CurrentMoveBlendRatio(): [boolean, number, number]; /** * @param heading */ set DesiredHeading(heading: float); /** * @param heading * @returns The instance for method chaining */ setDesiredHeading(heading: float): this; /** * @param animName * @param animDict * @returns The instance for method chaining */ setFacialIdleAnimOverride(animName: string, animDict: string): this; /** * @param canBeIncapacitated * @param threshold * @param bleedoutTime * @param p4 * @returns The instance for method chaining */ setIncapacitationModifiers(canBeIncapacitated: boolean, threshold: int, bleedoutTime: int, p4: int): this; /** * Returns kneeling, sitting, squating, and sleeping scenario hashes * * @returns */ get ActiveDynamicScenario(): number; /** * @param toggle */ set CanRagdollFromPlayerImpact(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setCanRagdollFromPlayerImpact(toggle: boolean): this; /** * @param eventType * @returns */ isEventInQueue(eventType: string | number): boolean; /** * @param mount * @param seatIndex * @param p3 Refer to {@link eVehicleSeat} * @returns The instance for method chaining */ setOntoMount(mount: Ped, seatIndex: eVehicleSeat, p3: boolean): this; /** * @param player * @param duration * @returns The instance for method chaining */ setPlayerAntagonizeDisabledForPed(player: Player, duration: int): this; /** * Only used in R* Script shop_harriet * _SET_PED_F* * * @param p1 */ N_0x4F63433CE3C08230(p1: boolean): void; /** * @param value */ set VisualFieldMaxAngle(value: float); /** * @param value * @returns The instance for method chaining */ setVisualFieldMaxAngle(value: float): this; /** * @returns */ get MetaRace(): any; /** * enum ePedLootStatus * { * PLS_NONE, * PLS_PRE_LOOT, * PLS_SAMPLING, * PLS_SKINNING * }; * * @returns */ get LootStatusMp(): int; /** * @param radius * @param maxFriends * @returns The instance for method chaining */ setToInformRespectedFriends(radius: float, maxFriends: int): this; /** * *DELETE** */ N_0xA6D6F03095C88F59(): void; /** * Returns the hash of the weapon/model/object that killed the ped. * * @returns */ get CauseOfDeath(): number; /** * bloodFountainPressure: visible effect from 0.0 till 20.0 * yaw: visible effect from -3.0 till 3.0 * bloodFountainDirection: 1.0 left side, -1.0 right side * bloodFountainPulse: from 0.1 (low) till 1.0 (fast) * make blood fountain from your stomach: _SET_PED_ACTIVATE_WOUND_EFFECT(ped, unk, 2, 14411, 0.0, 0.1, 0.0, 0.0, 3.0, -1.0, 1.0) * * @param p1 * @param boneId * @param moveWoundLeftRight * @param bloodFountainPressure * @param yaw * @param bloodFountainDirection * @param bloodFountainPulse * @param p8 * @param p9 * @returns The instance for method chaining */ setActivateWoundEffect(p1: int, boneId: int, moveWoundLeftRight: float, bloodFountainPressure: float, yaw: float, bloodFountainDirection: float, bloodFountainPulse: float, p8: float, p9: float): this; /** * Used in Script Function SKCS_PLAYER_ROBBING * *SET_PED_SHOULD_PLAY** - _SET_PED_SW* * * @param p1 */ N_0x9B9B9FA0EA283E3D(p1: float): void; /** * _SET_PED_CA* - _SET_PED_CO* * * @param p1 */ N_0x1D4636C90BBEFACB(p1: int): void; /** * @param p1 */ clearBloodDamageFacial(p1: int): void; /** * @param toggle */ set CanArmIk(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setCanArmIk(toggle: boolean): this; /** * *SET_PED** * * @param p1 */ N_0x86F0B6730C32AC14(p1: boolean): void; reviveInjuredPed(): void; /** * _H* - _I* * * @param kickOffRider */ horseAgitate(kickOffRider: boolean): void; /** * Returns true if ped is in a dispute another ped (pedInDisputeWith can also be 0) * * @param pedInDisputeWith * @returns */ getIsInDisputeWithPed(pedInDisputeWith: Ped): any; /** * @returns */ get IsInAnyHeli(): boolean; /** * @param ped * @param flag * @returns Return `true` if the ped is heard by the target ped. */ canHearTargetPed(ped: Ped, flag: boolean): boolean; /** * @param componentHash * @param textureId */ applyTextureOnPed(componentHash: string | number, textureId: int): void; /** * Returns the groupId of which the specified ped is a member of. * * @returns */ get GroupIndex(): int; /** * flagId: see SET_PED_CONFIG_FLAG * * @param flagId * @param p2 Refer to {@link ePedScriptConfigFlags} * @returns */ getConfigFlag(flagId: int, p2: boolean): boolean; /** * @returns */ get IsIncapacitated(): boolean; /** * duration in seconds * * @param p1 * @param duration * @returns The instance for method chaining */ setTrailEffect(p1: boolean, duration: float): this; /** * Only used in R* Script net_moonshine_property * _A* - _B* */ N_0x7EDB3C766B0D073F(): void; /** * @param outData The ped to thet the pelts from * @returns The number of pelts that are on the back of the ped. */ getCarriedPeltSkins(outData: HorsePeltIn): int; /** * @param damaged */ set Damaged(damaged: boolean); /** * @param damaged * @returns The instance for method chaining */ setDamaged(damaged: boolean): this; /** * @param pos * @param radius * @param p5 * @param p6 * @param p7 * @returns The instance for method chaining */ setSphereDefensiveArea(pos: Vector3, radius: float, p5: boolean, p6: boolean, p7: boolean): this; /** * If returned true: PROCESS_RESIZING_TRACKING_BOUNDS_VOLUME - Scaling UP the bounds due to tracking * If returned false: PROCESS_RESIZING_TRACKING_BOUNDS_VOLUME - Scaling DOWN the bounds due to tracking * _IS_PED_T* - _IS_PED_U* * * @returns */ N_0xEBAAC9A750E7563B(): boolean; /** * @param mode */ set LegIkMode(mode: int); /** * @param mode * @returns The instance for method chaining */ setLegIkMode(mode: int): this; /** * Only used in SP * _SET_REMOVE_PED* * * @param p1 */ N_0x7C08E7CB8D951B70(p1: float): void; /** * @param scenario * @returns */ isUsingThisScenario(scenario: int): boolean; /** * @returns Returns the peds {@link ePedCombatMovement} */ get CombatMovement(): ePedCombatMovement; /** * @returns */ get VehicleIsEntering(): Vehicle | null; /** * @param toggle */ set CanBeTargetted(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setCanBeTargetted(toggle: boolean): this; /** * @returns */ get MeleeActionPhase(): float; /** * _SET_PED_S* - _SET_PED_T* * * @param volume */ set VoiceVolume(volume: float); /** * _SET_PED_S* - _SET_PED_T* * * @param volume * @returns The instance for method chaining */ setVoiceVolume(volume: float): this; /** * Params: p1 = 1 in R* Scripts * * @param p1 */ clearCombatStyle(p1: int): void; /** * Needs to be called every frame flagid:https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedScriptResetFlags * https://github.com/femga/rdr3_discoveries/tree/master/AI/CPED_RESET_FLAGS * * @param flagId * @param doReset * @returns The instance for method chaining */ setResetFlag(flagId: int, doReset: boolean): this; /** * @returns */ get IsBeingDragged(): boolean; /** * @param actionDisableFlag */ set ActionDisableFlag(actionDisableFlag: eActionDisableFlags); /** * @param actionDisableFlag * @returns The instance for method chaining */ setActionDisableFlag(actionDisableFlag: eActionDisableFlags): this; /** * @param animal * @param p2 * @returns The instance for method chaining */ setOwnsAnimal(animal: Ped, p2: boolean): this; /** * Ped Command Hash are special commands, that can be activated to change conditional anim variations or trigger transitions between conditional anims. * https://github.com/femga/rdr3_discoveries/blob/master/animations/scenarios * * @param commandHash * @param activationDuration */ giveHashCommand(commandHash: string | number, activationDuration: float): void; /** * @param p1 * @returns */ N_0x7F090958AE95B61B(p1: int): boolean; /** * @param modelHash * @returns */ isModel(modelHash: string | number): boolean; /** * @param toggle */ set Lights(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setLights(toggle: boolean): this; /** * @returns */ N_0x758F081DB204DDDE(): boolean; /** * @param p1 */ set KnockedByOneHit(p1: float); /** * @param p1 * @returns The instance for method chaining */ setKnockedByOneHit(p1: float): this; /** * @returns */ get IsBeingGrappled(): any; clearEnvDirt(): void; /** * enum eMetaPedType * { * MPT_MALE, * MPT_FEMALE, * MPT_TEEN, * MPT_ANIMAL, * MPT_NONE * }; * * @returns */ get MetaType(): int; /** * Gets a value indicating whether the specified ped is on top of any vehicle. Return 1 when ped is on vehicle. * Return 0 when ped is not on a vehicle. * * @param p1 * @returns */ isOnVehicle(p1: boolean): boolean; /** * Used in Script Function MOONSHINE_BAND_CLIENT_PATRON_UPDATE * * @param danceIntensity */ N_0xF47D54B986F0A346(danceIntensity: int): void; /** * @param p1 * @param p2 * @param p3 * @param p4 */ N_0x897934E868EDDD6C(p1: int, p2: float, p3: float, p4: float): void; /** * @returns */ get MaxStamina(): float; /** * @param variableName * @returns */ getBlackboardHash(variableName: string): number; /** * _SET_PED_IN* * * @param p1 */ N_0x45FEA6D5539BD474(p1: string): void; /** * @param player * @param flag * @param enable * @returns The instance for method chaining */ setInteractionLockonFlag(player: Player, flag: int, enable: boolean): this; /** * _GET_WA* * * @returns */ get TotalDamageFromAi(): float; /** * @param attributeIndex * @returns */ getCombatAttribute(attributeIndex: ePedAttribute): any; /** * Sets peds motion type * * @param locoMotionType */ set DesiredLocoMotionType(locoMotionType: string); /** * Sets peds motion type * * @param locoMotionType * @returns The instance for method chaining */ setDesiredLocoMotionType(locoMotionType: string): this; /** * *STOP*(?)* */ N_0x32CCAD8A981B53D3(): void; /** * Min: 0.0f * Max: 1.15f * * @param value */ set MoveRateOverride(value: float); /** * Min: 0.0f * Max: 1.15f * * @param value * @returns The instance for method chaining */ setMoveRateOverride(value: float): this; /** * Causes Ped to ragdoll on collision with any object (e.g Running into trashcan). If applied to player you will sometimes trip on the sidewalk. * * @param toggle * @param p2 * @returns The instance for method chaining */ setRagdollOnCollision(toggle: boolean, p2: boolean): this; resetRagdollTimer(): void; /** * attributeIndex: https://alloc8or.re/rdr3/doc/enums/eCombatAttribute.txt * https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_ATTRIBUTES * * @param attributeIndex * @param enabled * @returns The instance for method chaining */ setCombatAttributes(attributeIndex: ePedAttribute, enabled: boolean): this; /** * @param toggle */ set CanUseAutoConversationLookat(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setCanUseAutoConversationLookat(toggle: boolean): this; /** * @param p1 */ N_0x2E5B5D1F1453E08E(p1: int): void; /** * @param ms * @returns */ hasBeenShovedRecently(ms: int): any; /** * @param variableName * @returns */ getBlackboardScriptInt(variableName: string): int; /** * Gets a value indicating whether this ped's health is below its injured threshold. The default threshold is 100. * * @returns */ get IsInjured(): boolean; /** * @returns */ get IsBeingHogtied(): boolean; /** * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/Lasso%20Hogtie%20Flags * https://github.com/femga/rdr3_discoveries/tree/master/AI/LASSO_HOGTIE_FLAG * * @param flagId * @returns */ getLassoHogtieFlag(flagId: int): any; /** * @returns */ get StaminaRechargeMultiplier(): float; /** * Used in Script Function NB_EVENT_OVERRIDE__HANDLE__EVENT_DAMAGE_ENTITY * * @returns */ N_0x763FA8A9D76EE3A7(): float; resetComponents(): void; /** * Clears locomotion archetype */ clearDesiredLocoForModel(): void; /** * @param behaviour */ set CombatBehaviour(behaviour: string | number); /** * @param behaviour * @returns The instance for method chaining */ setCombatBehaviour(behaviour: string | number): this; /** * @param componentHash * @param immediately * @param isMp * @param p4 */ applyShopItemToPed(componentHash: string | number, immediately: boolean, isMp: boolean, p4: boolean): void; /** * _SET_A* - _SET_B* * * @param p1 */ N_0x12F2D161BF4031FC(p1: float): void; /** * @param p1 */ N_0xE4C95E0AE31C6512(p1: any): void; /** * @returns */ get IsPlantingBomb(): boolean; /** * @returns */ addSubscribeToLegendaryBlips(): boolean; /** * @param ped2 * @returns */ isHeadtrackingPed(ped2: Ped): boolean; /** * _CLEAR* * * @param ped2 */ N_0x97B06669AC569003(ped2: Ped): void; /** * @param p1 * @returns */ isFullyOnMount(p1: boolean): boolean; /** * Presumably returns the Entity that the Ped is currently diving out of the way of. * * @returns evadingEntity */ get IsEvasiveDiving(): [boolean, Entity | null]; /** * @param ped2 */ incapacitatedRevive(ped2: Ped): void; /** * @param object * @param conditionalAnim * @param p3 * @param p4 * @param p5 * @returns */ giveScenarioProp(object: Prop, conditionalAnim: string, p3: string, p4: string, p5: boolean): any; /** * @returns */ get PlayerIsFollowing(): Player | null; /** * @returns */ get IsSwimming(): boolean; /** * Seems to set the peds stamina to 30% */ resetStamina(): void; /** * _SET_ST* - _SET_SW* */ N_0x028E7B3BBA0BD2FC(): void; /** * Forces the ped to fall back and kills it. It doesn't really explode the ped's head but it kills the ped * * @param weaponHash */ explodeHead(weaponHash: eWeaponHash): void; /** * @param value */ set MaxTimeUnderwater(value: float); /** * @param value * @returns The instance for method chaining */ setMaxTimeUnderwater(value: float): this; /** * @param p1 * @param p2 * @returns The instance for method chaining */ setCanPlayGestureAnims(p1: any, p2: any): this; /** * damages a ped with the given amount * * @param damageAmount * @param damageArmour * @param boneId * @param pedKiller */ applyDamageToPed(damageAmount: int, damageArmour: boolean, boneId: int, pedKiller: Ped): void; /** * @returns */ N_0x4B19F171450E0D4F(): Ped | null; private _task?; get task(): PedTask; private _weapon?; get weapon(): Weapon; } //# sourceMappingURL=Ped.d.ts.map