import type { eAmmoType } from '../enums/eAmmoType'; import type { eVehicleSeat } from '../enums/eVehicleSeat'; import type { eWeaponHash } from '../enums/eWeaponHash'; import type { Entity } from '../classes/Entity'; import type { Ped } from '../classes/Ped'; import type { Prop } from '../classes/Prop'; import type { Vehicle } from '../classes/Vehicle'; import { Vector3 } from '../types/Vector3'; import { int, float } from '../types/NativeAliases'; export declare class WeaponStatics { /** * @param p0 * @param p1 * @param p2 */ static N_0xB0FB9B196A3D13F0(p0: any, p1: any, p2: any): void; /** * @param entity * @param weaponName * @param weaponType * @returns */ static hasEntityBeenDamagedByWeapon(entity: Entity, weaponName: string | number, weaponType: int): any; /** * @param weaponObject * @returns */ static getWeaponScale(weaponObject: Prop): float; /** * Returns iSpinHash * * @param emote * @param weaponEmoteTrickType * @returns */ static getWeaponGunSpinningWeaponEmoteTrickTypeHash(emote: string | number, weaponEmoteTrickType: int): number; /** * Returns true if CWeaponInfoFlags::Flags::Gun is set. * * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponAGun(weaponHash: eWeaponHash): boolean; /** * @param weaponObject * @param level * @param p2 */ static setWeaponSoot(weaponObject: Prop, level: float, p2: boolean): void; /** * Returns weaponCollection Hash * Example: RE_POLICECHASE_MALES_01: Carbine Repeater + Knife, LO_AGRO_PED * * @param pedModel * @returns */ static getDefaultPedWeaponCollection(pedModel: string | number): number; /** * @param vehicle * @param seatIndex Refer to {@link eVehicleSeat} * @param heading * @param p3 */ static setVehicleWeaponHeading(vehicle: Vehicle, seatIndex: eVehicleSeat, heading: float, p3: boolean): void; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponLantern(weaponHash: eWeaponHash): boolean; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponRevolver(weaponHash: eWeaponHash): boolean; /** * @param p0 */ static N_0x74C90AAACC1DD48F(p0: any): void; /** * @param weaponHash Refer to {@link eWeaponHash} * @param ammoCount * @param pos * @param showWorldModel * @param scale * @returns */ static createWeaponObject(weaponHash: eWeaponHash, ammoCount: int, pos: Vector3, showWorldModel: boolean, scale: float): Prop | null; /** * Returns true when the weapon passed is either a lasso, the camera or the binoculars * _IS_WEAPON_M* - _IS_WEAPON_P* * * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponKit(weaponHash: eWeaponHash): boolean; /** * @param entity * @param weaponHash Refer to {@link eWeaponHash} * @param ms * @returns */ static hasEntityBeenDamagedByWeaponRecently(entity: Entity, weaponHash: eWeaponHash, ms: int): any; /** * @param weaponObject * @returns */ static getWeaponDirt(weaponObject: Prop): float; /** * @param p0 */ static N_0xC5899C4CD2E2495D(p0: any): void; /** * Returns weaponHash * * @param weaponGroupHash * @param p1 * @param p2 * @param p3 * @returns */ static N_0xF8204EF17410BF43(weaponGroupHash: string | number, p1: float, p2: float, p3: any): number; /** * @param ammoType * @returns */ static getWeaponTypeFromAmmoType(ammoType: string | number): number; /** * Works exactly the same as * * @param weaponHash * @returns */ static getAmmoTypeForWeapon2(weaponHash: eWeaponHash): int; /** * this native gets the weapon hash from the default ped weapon collection (see GetDefaultPedWeaponCollection for more info) will randomly return one of it's weapons * * @param weaponCollection * @param weaponGroup * @returns * @example * ```lua * local pedWeaponCollectionHash = GetDefaultPedWeaponCollection(joaat("mp_u_m_m_interrogator_01")) * local hash = Citizen.InvokeNative(0x9EEFD670F10656D7, pedWeaponCollectionHash, joaat("GROUP_REVOLVER")) * if hash and IsWeaponValid(hash) then * local name = GetWeaponName(hash) * local label = GetLabelText_2(name) * print(name, label) * end * ``` */ static getWeaponFromDefaultPedWeaponCollection(weaponCollection: int, weaponGroup: string | number): number; /** * entity can be a ped or weapon object. * * @param entity * @param componentHash * @param weaponHash Refer to {@link eWeaponHash} * @param p3 */ static giveWeaponComponentToEntity(entity: Entity, componentHash: string | number, weaponHash: eWeaponHash, p3: boolean): void; /** * @param p0 * @param p1 * @returns */ static N_0xA2091482ED42EF85(p0: any, p1: any): any; /** * @param weapon * @param addonHash * @returns */ static hasWeaponGotWeaponComponent(weapon: Prop, addonHash: string | number): boolean; /** * @param weaponObject * @returns */ static getWeaponSoot(weaponObject: Prop): float; /** * Related to weapon visual damage, not actual damage. * * @param weaponObject * @param level * @param p2 */ static setWeaponDamage(weaponObject: Prop, level: float, p2: boolean): void; /** * @param p0 * @param p1 * @returns */ static N_0x74C8000FDD1BB111(p0: any, p1: any): any; /** * _IS_WEAPON_CLOSE_RANGE? * returns true when it's lassos , melee, thrown weapons (matchetes and unarmed return false) * all guns ,bows and animal weapons return false * * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponCloseRange(weaponHash: eWeaponHash): boolean; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponMeleeWeapon(weaponHash: eWeaponHash): boolean; /** * @param ped * @param componentHash * @param p3 * @returns weaponObject */ static giveWeaponComponentToWeaponObject(ped: Ped, componentHash: string | number, p3: boolean): Prop | null; /** * @param ammoHash Refer to {@link eAmmoType} * @returns */ static isAmmoSilent(ammoHash: eAmmoType): boolean; /** * @param p0 * @param p1 */ static N_0x641351E9AD103890(p0: any, p1: any): void; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static getWeaponName2(weaponHash: eWeaponHash): string; /** * @param weaponObject * @param level * @param p2 */ static setWeaponDirt(weaponObject: Prop, level: float, p2: boolean): void; /** * @param p0 */ static N_0xD4C6E24D955FF061(p0: any): void; /** * @param weaponHash Refer to {@link eWeaponHash} * @param p1 * @param p2 */ static requestWeaponAsset(weaponHash: eWeaponHash, p1: int, p2: boolean): void; /** * Returns whether the weapon has multiple ammo types or not. * * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static getWeaponHasMultipleAmmoTypes(weaponHash: eWeaponHash): any; /** * @param p0 * @param p1 */ static N_0x74C9080FDD1BB48E(p0: any, p1: any): void; /** * every other level will have the max value of (brokeLevel - threshold) * * @param weaponObject * @param threshold */ static setWeaponLevelThreshold(weaponObject: Prop, threshold: float): void; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponTwoHanded(weaponHash: eWeaponHash): boolean; /** * @param p0 * @returns */ static N_0x9F0E1892C7F228A8(p0: boolean): any; /** * Only used in R* SP Script guama3 * * @param vehicle * @param p1 */ static N_0x9409C62504A8F9E9(vehicle: Vehicle, p1: boolean): void; /** * @param p0 */ static N_0x457B16951AD77C1B(p0: any): void; /** * @param p0 * @returns */ static N_0xBC9444F2FF94A9C0(p0: any): any; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponValid(weaponHash: eWeaponHash): boolean; /** * @param p0 * @param p1 * @param p2 */ static N_0xE9B3FEC825668291(p0: any, p1: any, p2: any): void; /** * Returns true when the weapon passed is either the fishingrod, a lasso, the camera or the binoculars * _IS_WEAPON_M* - _IS_WEAPON_P* * * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponKit2(weaponHash: eWeaponHash): boolean; /** * 0.0: good condition, 1.0: poor condition * * @param weaponObject * @returns */ static getWeaponDegradation(weaponObject: Prop): float; /** * @param p0 * @param p1 * @returns */ static N_0xFDCEDFB0577A390D(p0: any, p1: any): any; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponPistol(weaponHash: eWeaponHash): boolean; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static hasWeaponAssetLoaded(weaponHash: eWeaponHash): any; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponRepeater(weaponHash: eWeaponHash): boolean; /** * @param vehicle * @param p1 * @param minHeading * @param maxHeading */ static setVehicleWeaponHeadingLimits(vehicle: Vehicle, p1: int, minHeading: float, maxHeading: float): void; /** * @param p0 * @param p1 * @returns */ static N_0x74C8000FDD1BB222(p0: any, p1: any): any; /** * @param weaponObject * @param scale */ static setWeaponScale(weaponObject: Prop, scale: float): void; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponSniper(weaponHash: eWeaponHash): boolean; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponTorch(weaponHash: eWeaponHash): boolean; /** * Gets the model hash from the weapon hash. * * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static getWeapontypeModel(weaponHash: eWeaponHash): number; /** * @param p0 * @param p1 */ static N_0xD63B4BA3A02A99E0(p0: any, p1: any): void; /** * @param p0 * @param p1 */ static N_0x74C2365FDD1BB48F(p0: any, p1: any): void; /** * @param weaponObject * @param component */ static removeWeaponComponentFromWeaponObject(weaponObject: Prop, component: string | number): void; /** * @param p0 * @param p1 * @returns */ static N_0xF2F585411E748B9C(p0: any, p1: any): any; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static getWeaponUnlock(weaponHash: eWeaponHash): number; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns Returns the ammo type, see: {@link eAmmoType} */ static getAmmoTypeForWeapon(weaponHash: eWeaponHash): number; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponKnife(weaponHash: eWeaponHash): boolean; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponBow(weaponHash: eWeaponHash): boolean; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static getCanTwirlWeapon(weaponHash: eWeaponHash): any; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static shouldWeaponBeDiscardedWhenSwapped(weaponHash: eWeaponHash): any; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponSilent(weaponHash: eWeaponHash): boolean; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponOneHanded(weaponHash: eWeaponHash): boolean; /** * @param p0 * @param p1 * @param p2 */ static N_0xD53846B9C931C181(p0: any, p1: any, p2: any): void; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static getWeaponClipSize(weaponHash: eWeaponHash): int; /** * @param p0 */ static N_0x000FA7A4A8443AF7(p0: any): void; /** * Only used in R* Script fme_escaped_convicts, p0 = 0 * * @param p0 */ static N_0x63B83A526329AFBC(p0: any): void; /** * Related to rust of weapons * * @param weaponObject * @returns */ static getWeaponPermanentDegradation(weaponObject: Prop): float; /** * @param weaponHash Refer to {@link eWeaponHash} */ static removeWeaponAsset(weaponHash: eWeaponHash): void; /** * @param p0 * @returns */ static N_0x23BF601A42F329A0(p0: any): any; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponRifle(weaponHash: eWeaponHash): boolean; /** * @param p0 * @returns */ static N_0x3799EFCC3C8CD5E1(p0: any): any; /** * @param p0 * @param p1 * @param p2 * @returns */ static N_0x9CCA3131E6B53C68(p0: any, p1: any, p2: any): any; /** * @param componentHash * @returns */ static getWeaponComponentTypeModel(componentHash: string | number): number; /** * @param weaponObject * @param level */ static setWeaponDegradation(weaponObject: Prop, level: float): void; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponShotgun(weaponHash: eWeaponHash): boolean; /** * @param ammoHash Refer to {@link eAmmoType} * @returns */ static isAmmoValid(ammoHash: eAmmoType): boolean; /** * @param ammoHash Refer to {@link eAmmoType} * @returns */ static isAmmoSilent2(ammoHash: eAmmoType): boolean; /** * @param weaponHash Refer to {@link eWeaponHash} * @param permanentDegradationLevel * @returns */ static getWeaponNameWithPermanentDegradation(weaponHash: eWeaponHash, permanentDegradationLevel: float): string; /** * @param weaponHash Refer to {@link eWeaponHash} * @param ammoHash Refer to {@link eAmmoType} * @returns */ static isAmmoTypeValidForWeapon(weaponHash: eWeaponHash, ammoHash: eAmmoType): boolean; /** * @param p0 * @param p1 */ static N_0x183CE355115B6E75(p0: any, p1: any): void; /** * @param p0 * @param p1 */ static N_0x74C9080FDD1BB48F(p0: any, p1: any): void; /** * @param vehicle * @param p1 * @param minHeading * @param maxHeading * @returns */ static setVehicleWeaponHeadingLimits2(vehicle: Vehicle, p1: int, minHeading: float, maxHeading: float): any; /** * @param p0 * @param p1 * @returns */ static N_0x486C96A0DCD2BC92(p0: any, p1: any): any; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns Returns the {@link eWeaponAttachPoint} */ static getDefaultWeaponAttachPoint(weaponHash: eWeaponHash): int; /** * Related to weapon visual damage, not actual damage. * * @param weaponObject * @returns */ static getWeaponDamage(weaponObject: Prop): float; /** * @param p0 * @param p1 */ static N_0x404514D231DB27A0(p0: any, p1: any): void; /** * @param listen */ static listenProjectileHitEvents(listen: boolean): void; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static getWeapontypeGroup(weaponHash: eWeaponHash): number; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponLasso(weaponHash: eWeaponHash): boolean; /** * @param p0 * @returns */ static N_0xAFFD0CCF31F469B8(p0: any): any; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponThrowable(weaponHash: eWeaponHash): boolean; /** * Returns "WNS_INVALID" if the weapon is invalid/doesn't exist. * * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static getWeaponName(weaponHash: eWeaponHash): string; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static getWeaponStatId(weaponHash: eWeaponHash): number; /** * Returns hash where WEAPON_ is replaced with SLOT_ * * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static getWeapontypeSlot(weaponHash: eWeaponHash): number; /** * @param p0 * @param p1 * @param p2 */ static N_0xA3716A77DCF17424(p0: any, p1: any, p2: any): void; /** * @param weaponCollection * @param dualwieldVariant * @returns */ static N_0xF252A85B8F3F8C58(weaponCollection: string | number, dualwieldVariant: string | number): boolean; /** * @param weaponHash Refer to {@link eWeaponHash} * @returns */ static isWeaponBinoculars(weaponHash: eWeaponHash): boolean; /** * @param p0 * @param p1 * @returns */ static N_0xD2209866B0CB72EA(p0: any, p1: any): any; /** * @param p0 * @param p1 * @param p2 */ static N_0xA769D753922B031B(p0: any, p1: any, p2: any): void; /** * @param p0 */ static N_0xECBB26529A737EF6(p0: any): void; /** * turretHash: WEAPON_TURRET_MAXIUM, WEAPON_TURRET_GATLING, WEAPON_TURRET_CANNON, WEAPON_TURRET_REVOLVING_CANNON * * @param vehicle * @param turretHash * @param ammo */ static setAmmoInTurret(vehicle: Vehicle, turretHash: string | number, ammo: int): void; } //# sourceMappingURL=WeaponStatics.d.ts.map