import type { Entity } from '../classes/Entity'; import type { Interior } from '../classes/Interior'; import { Vector3 } from '../types/Vector3'; import { int } from '../types/NativeAliases'; export declare class InteriorStatics { /** * @param p0 * @param p1 */ static N_0x2533F2AB0EB9C6F9(p0: any, p1: any): void; /** * @returns */ static getInteriorFromPrimaryView(): Interior | null; /** * Returns the handle of the interior that the entity is in. Returns 0 if outside. * * @param entity * @returns */ static getInteriorFromEntity(entity: Entity): Interior | null; /** * Seems to do the exact same as INTERIOR::GET_ROOM_KEY_FROM_ENTITY * * @param entity * @returns */ static getKeyForEntityInRoom(entity: Entity): number; static clearRoomForGameViewport(): void; /** * Hashed version of GET_INTERIOR_AT_COORDS_WITH_TYPE * * @param pos * @param typeHash * @returns */ static getInteriorAtCoordsWithTypehash(pos: Vector3, typeHash: string | number): Interior | null; /** * @param p0 * @param p1 */ static N_0xFE2B3D5500B1B2E4(p0: any, p1: any): void; /** * Gets the room hash key from the room that the specified entity is in. Each room in every interior has a unique key. Returns 0 if the entity is outside. * * @param entity * @returns */ static getRoomKeyFromEntity(entity: Entity): number; /** * Returns true if the collision at the specified coords is marked as being outside (false if there's an interior) * * @param pos * @returns */ static isCollisionMarkedOutside(pos: Vector3): boolean; /** * @param entity * @param interior */ static retainEntityInInterior(entity: Entity, interior: Interior): void; /** * @param pos * @param interiorType * @returns */ static getInteriorAtCoordsWithType(pos: Vector3, interiorType: string): Interior | null; /** * @returns */ static isInteriorScene(): boolean; /** * @param entity */ static clearRoomForEntity(entity: Entity): void; /** * @param entity * @param interior * @param roomHashKey */ static forceRoomForEntity(entity: Entity, interior: Interior, roomHashKey: string | number): void; /** * @param pos * @returns */ static getInteriorAtCoords(pos: Vector3): Interior | null; /** * @param pos * @returns */ static getInteriorFromCollision(pos: Vector3): int; /** * @param interiorID * @param roomHashKey */ static forceRoomForGameViewport(interiorID: int, roomHashKey: string | number): void; } //# sourceMappingURL=InteriorStatics.d.ts.map