all types
This commit is contained in:
2
ts-lua/types/2take1.d.ts
vendored
2
ts-lua/types/2take1.d.ts
vendored
@@ -9,6 +9,7 @@ type Ped = number;
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type Vehicle = number;
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type Group = number;
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type Hash = number;
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type Pickup = Hash;
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type Ptfx = number;
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type Any = number;
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type Thread = number;
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@@ -24,6 +25,7 @@ type uint64_t = number;
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type integer = number;
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type int = number;
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type float = number;
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type BYTE = number;
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//type wstring = string;
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// lua C++ adjacent types
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53
ts-lua/types/RAGE/AI.d.ts
vendored
53
ts-lua/types/RAGE/AI.d.ts
vendored
@@ -1,11 +1,62 @@
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/**
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* AI Functions
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* @remarks https://pastebin.com/2gFqJ3Px
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* @public
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* @noSelf
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*/
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declare namespace ai {
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function task_goto_entity(e: Entity, target: Entity, duration: int, distance: float, speed: float): void;
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function task_combat_ped(ped: Ped, target: Ped, a3: int, a4: int): boolean;
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function task_go_to_coord_by_any_means(ped: Ped, coords: v3, speed: float, p4: Any, p5: boolean, walkStyle: int, a7: float): Any;
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function task_wander_standard(ped: Ped, unk0: float, unk1: boolean): boolean;
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function task_vehicle_drive_wander(ped: Ped, vehicle: Vehicle, speed: float, driveStyle: int): void;
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function task_start_scenario_in_place(ped: Ped, name: string, unkDelay: int, playEnterAnim: boolean): void;
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function task_start_scenario_at_position(ped: Ped, name: string, coord: v3, heading: float, duration: int, sittingScenario: boolean, teleport: boolean): void;
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function task_stand_guard(ped: Ped, coord: v3, heading: float, name: string): void;
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function play_anim_on_running_scenario(ped: Ped, dict: string, name: string): void;
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function does_scenario_group_exist(name: string): boolean;
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function is_scenario_group_enabled(name: string): boolean;
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function set_scenario_group_enabled(name: string, b: boolean): boolean;
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function reset_scenario_groups_enabled(): void;
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function set_exclusive_scenario_group(name: string): boolean;
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function reset_exclusive_scenario_group(): boolean;
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function is_scenario_type_enabled(name: string): boolean;
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function set_scenario_type_enabled(name: string, b: boolean): boolean;
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function reset_scenario_types_enabled(): void;
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function is_ped_active_in_scenario(ped: Ped): boolean;
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function task_follow_to_offset_of_entity(ped: Ped, entity: Entity, offset: v3, speed: float, timeout: int, stopRange: float, persistFollowing: boolean): void;
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function task_vehicle_drive_to_coord_longrange(ped: Ped, vehicle: Vehicle, pos: v3, speed: float, mode: int, stopRange: float): void;
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function task_shoot_at_entity(entity: Entity, target: Entity, duration: int, firingPattern: Hash): void;
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function task_vehicle_escort(ped: Ped, vehicle: Vehicle, targetVehicle: Vehicle, mode: int, speed: float, drivingStyle: int, minDistance: float, a8: int, noRoadsDistance: float): void;
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function task_vehicle_follow(driver: Ped, vehicle: Vehicle, targetEntity: Entity, speed: float, drivingStyle: int, minDistance: int): void;
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function task_vehicle_drive_to_coord(ped: Ped, vehicle: Vehicle, coord: v3, speed: float, a5: int, vehicleModel: Hash, driveMode: int, stopRange: float, a9: float): void;
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function task_vehicle_shoot_at_coord(ped: Ped, coord: v3, a3: float): void;
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function task_vehicle_shoot_at_ped(ped: Ped, target: Ped, a3: float): void;
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function task_vehicle_aim_at_coord(ped: Ped, coord: v3): void;
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function task_vehicle_aim_at_ped(ped: Ped, target: Ped): void;
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function task_stay_in_cover(ped: Ped): void;
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function task_go_to_coord_while_aiming_at_coord(ped: Ped, gotoCoord: v3, aimCoord: v3, moveSpeed: float, a5: boolean, a6: float, a7: float, a8: boolean, flags: Any, a10: boolean, firingPattern: Hash): void;
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function task_go_to_coord_while_aiming_at_entity(ped: Ped, gotoCoord: v3, target: Entity, moveSpeed: float, a5: boolean, a6: float, a7: float, a8: boolean, flags: Any, a10: boolean, firingPattern: Hash): void;
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function task_go_to_entity_while_aming_at_coord(ped: Ped, gotoEntity: Entity, aimCoord: v3, a4: float, shoot: boolean, a6: float, a7: float, a8: boolean, a9: boolean, firingPattern: Hash): void;
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function task_go_to_entity_while_aiming_at_entity(ped: Ped, gotoEntity: Entity, target: Entity, a4: float, shoot: boolean, a6: float, a7: float, a8: boolean, a9: boolean, firingPattern: Hash): void;
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function task_open_vehicle_door(ped: Ped, vehicle: Vehicle, timeOut: int, doorIndex: int, speed: float): void;
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function task_enter_vehicle(ped: Ped, vehicle: Vehicle, timeout: int, seat: int, speed: float, flag: uint32_t, p6: Any): void;
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function task_leave_vehicle(ped: Ped, vehicle: Vehicle, flag: uint32_t): void;
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function task_sky_dive(ped: Ped, a2: boolean): void;
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function task_parachute(ped: Ped, a2: boolean, a3: boolean): void;
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function task_parachute_to_target(ped: Ped, coord: v3): void;
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function set_parachute_task_target(ped: Ped, coord: v3): void;
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function set_parachute_task_thrust(ped: Ped, thrust: float): void;
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function task_rappel_from_heli(ped: Ped, a2: float): void;
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function task_vehicle_chase(driver: Ped, target: Entity): void;
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function set_task_vehicle_chase_behaviour_flag(ped: Ped, flag: int, set: boolean): void;
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function set_task_vehicle_chase_ideal_persuit_distance(ped: Ped, dist: float): void;
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function task_shoot_gun_at_coord(ped: Ped, coord: v3, duration: int, firingPattern: Hash): void;
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function task_aim_gun_at_coord(ped: Ped, coord: v3, time: int, a4: boolean, a5: boolean): void;
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function task_turn_ped_to_face_entity(ped: Ped, entity: Entity, duration: int): void;
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function task_aim_gun_at_entity(ped: Ped, entity: Entity, duration: int, a4: boolean): void;
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function is_task_active(ped: Ped, taskId: Any): boolean;
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}
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6
ts-lua/types/RAGE/Audio.d.ts
vendored
6
ts-lua/types/RAGE/Audio.d.ts
vendored
@@ -5,7 +5,11 @@
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*/
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declare namespace audio {
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function play_sound(soundId: int, audioName: string, audioRef: string, p4: boolean, p5: Any, p6: boolean): void;
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function play_sound_frontend(soundId: int, audioName: string, audioRef: string, p4: boolean): void;
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function play_sound_from_entity(soundId: int, audioName: string, entity: Entity, audioRef: string): void;
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function play_sound_from_coord(soundId: int, audioName: string, pos: v3, audioRef: string, a5: boolean, range: int, a7: boolean): void;
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function stop_sound(soundId: int): void;
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}
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5
ts-lua/types/RAGE/Cam.d.ts
vendored
5
ts-lua/types/RAGE/Cam.d.ts
vendored
@@ -5,7 +5,10 @@
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*/
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declare namespace cam {
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function get_gameplay_cam_rot(): v3;
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function get_gameplay_cam_pos(): v3;
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function get_gameplay_cam_relative_pitch(): float;
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function get_gameplay_cam_relative_yaw(): float;
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}
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6
ts-lua/types/RAGE/Control.d.ts
vendored
6
ts-lua/types/RAGE/Control.d.ts
vendored
@@ -5,7 +5,11 @@
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*/
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declare namespace control {
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function disable_control_action(inputGroup: int, control: int, disable: boolean): boolean;
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function is_control_just_pressed(inputGroup: int, control: int): boolean;
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function is_disabled_control_just_pressed(inputGroup: int, control: int): boolean;
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function is_control_pressed(inputGroup: int, control: int): boolean;
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function is_disabled_control_pressed(inputGroup: int, control: int): boolean;
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}
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5
ts-lua/types/RAGE/Cutscene.d.ts
vendored
5
ts-lua/types/RAGE/Cutscene.d.ts
vendored
@@ -5,7 +5,10 @@
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*/
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declare namespace cutscene {
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function stop_cutscene_immediately(): void;
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function remove_cutscene(): void;
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function is_cutscene_active(): boolean;
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function is_cutscene_playing(): boolean;
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}
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6
ts-lua/types/RAGE/Decorator.d.ts
vendored
6
ts-lua/types/RAGE/Decorator.d.ts
vendored
@@ -5,7 +5,11 @@
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*/
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declare namespace decorator {
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function decor_register(name: string, type: int): void;
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function decor_exists_on(e: Entity, decor: string): boolean;
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function decor_remove(e: Entity, decor: string): boolean;
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function decor_get_int(entity: Entity, name: string): int;
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function decor_set_int(entity: Entity, name: string, value: int) : boolean;
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}
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64
ts-lua/types/RAGE/Entity.d.ts
vendored
64
ts-lua/types/RAGE/Entity.d.ts
vendored
@@ -5,7 +5,69 @@
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*/
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declare namespace entity {
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function get_entity_coords(entity: Entity): v3;
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function set_entity_coords_no_offset(entity: Entity, pos: v3): boolean;
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function get_entity_rotation(entity: Entity): v3;
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function set_entity_rotation(entity: Entity, rot: v3): boolean;
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function set_entity_heading(entity: Entity, heading: float): boolean;
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function set_entity_velocity(entity: Entity, velocity: v3): boolean;
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function get_entity_velocity(entity: Entity): v3;
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function is_an_entity(entity: Entity): boolean;
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function is_entity_a_ped(entity: Entity): boolean;
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function is_entity_a_vehicle(entity: Entity): boolean;
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function is_entity_an_object(entity: Entity): boolean;
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function is_entity_dead(entity: Entity): boolean;
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function is_entity_on_fire(entity: Entity): boolean;
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function is_entity_visible(entity: Entity): boolean;
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function is_entity_attached(entity: Entity): boolean;
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function set_entity_visible(entity: Entity, toggle: boolean): boolean;
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function get_entity_type(entity: Entity): int;
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function set_entity_gravity(entity: Entity, gravity: boolean): boolean;
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function apply_force_to_entity(ped: Ped, forceType: int, x: float, y: float, z: float, rx: float, ry: float, rz: float, isRel: boolean, highForce: boolean): void;
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function get_entity_attached_to(entity: Entity): Entity;
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function detach_entity(e: Entity): boolean;
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function get_entity_model_hash(e: Entity): Hash;
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function get_entity_heading(entity: Entity): float;
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function attach_entity_to_entity(subject: Entity, target: Entity, boneIndex: int, offset: v3, rot: v3, softPinning: boolean, collision: boolean, isPed: boolean, vertexIndex: int, fixedRot: boolean): boolean;
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function set_entity_as_mission_entity(entity: Entity, toggle: boolean, unk: boolean): void;
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function set_entity_collision(entity: Entity, toggle: boolean, physics: boolean, unk0: boolean): boolean;
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function is_entity_in_air(entity: Entity): boolean;
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function set_entity_as_no_longer_needed(entity: Entity): boolean;
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function set_entity_no_collsion_entity(entity: Entity, target: Entity, unk: boolean): boolean;
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function freeze_entity(entity: Entity, toggle: boolean): void;
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function get_entity_offset_from_coords(lEntity: Entity, coords: v3): [boolean, v3];
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function get_entity_offset_from_entity(lEntity: Entity, lEntity2: Entity): [boolean, v3];
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function set_entity_alpha(entity: Entity, alpha: int, skinput: boolean): void;
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function reset_entity_alpha(entity: Entity): void;
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function delete_entity(e: Entity): boolean;
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function set_entity_god_mode(entity: Entity, toggle: boolean): void;
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function get_entity_god_mode(entity: Entity): boolean;
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function is_entity_in_water(entity: Entity): boolean;
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function get_entity_speed(entity: Entity): float;
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function set_entity_lights(entity: Entity, toggle: boolean): void;
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function set_entity_max_speed(entity: Entity, speed: float): void;
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function get_entity_pitch(entity: Entity): float;
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function get_entity_roll(e: Entity): float;
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function get_entity_physics_rotation(e: Entity): v3;
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function get_entity_physics_heading(e: Entity): float;
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function get_entity_physics_pitch(e: Entity): float;
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function get_entity_physics_roll(e: Entity): float;
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function does_entity_have_physics(entity: Entity): boolean;
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function get_entity_rotation_velocity(entity: Entity): v3;
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function get_entity_submerged_level(entity: Entity): float;
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function get_entity_population_type(entity: Entity): int32_t;
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function is_entity_static(entity: Entity): boolean;
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function is_entity_in_zone(entity: Entity, zone: string): boolean;
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function is_entity_upright(entity: Entity, angle: float): boolean;
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function is_entity_upside_down(entity: Entity): boolean;
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function has_entity_been_damaged_by_any_object(entity: Entity): boolean;
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function has_entity_been_damaged_by_any_vehicle(entity: Entity): boolean;
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function has_entity_been_damaged_by_any_ped(entity: Entity): boolean;
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function has_entity_been_damaged_by_entity(e1: Entity, e2: Entity): boolean;
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function does_entity_have_drawable(entity: Entity): boolean;
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function has_entity_collided_with_anything(entity: Entity): boolean;
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function get_entity_entity_has_collided_with(entity: Entity): Entity;
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function get_entity_bone_index_by_name(entity: Entity, name: string): int;
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}
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4
ts-lua/types/RAGE/Fire.d.ts
vendored
4
ts-lua/types/RAGE/Fire.d.ts
vendored
@@ -5,7 +5,9 @@
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*/
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declare namespace fire {
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function add_explosion(pos: v3, type: int, isAudible: boolean, isInvis: boolean, fCamShake: float, owner: Ped): boolean;
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function start_entity_fire(ped: Ped): Ped;
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function stop_entity_fire(ped: Ped): void;
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}
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26
ts-lua/types/RAGE/Gameplay.d.ts
vendored
26
ts-lua/types/RAGE/Gameplay.d.ts
vendored
@@ -5,7 +5,31 @@
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*/
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declare namespace gameplay {
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function get_hash_key(input: string): Hash;
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function display_onscreen_keyboard(title: string, default_text: string, maxLength: int): void;
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function update_onscreen_keyboard(): boolean;
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function get_onscreen_keyboard_result(): string;
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function is_onscreen_keyboard_active(): boolean;
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function set_override_weather(weatherIndex: int): void;
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function clear_override_weather(): void;
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function set_blackout(toggle: boolean): void;
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function set_mobile_radio(toggle: boolean): void;
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function get_game_state(): int;
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function is_game_state(num: int): boolean;
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function clear_area_of_objects(coord: v3, radius: float, flags: int): void;
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function clear_area_of_vehicles(coord: v3, radius: float, a3: boolean, a4: boolean, a5: boolean, a6: boolean, a7: boolean): void;
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function clear_area_of_peds(coord: v3, radius: float, a3: boolean): void;
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function clear_area_of_cops(coord: v3, radius: float, a3: boolean): void;
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function set_cloud_hat_opacity(opacity: float): void;
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function get_cloud_hat_opacity(): float;
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function preload_cloud_hat(szName: string): void;
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function clear_cloud_hat(): void;
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function load_cloud_hat(szName: string, transitionTime: float): void;
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function unload_cloud_hat(szName: string, a2: float): void;
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function get_ground_z(pos: v3): [boolean,float];
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function get_frame_count(): uint64_t;
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function get_frame_time(): float;
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function shoot_single_bullet_between_coords(start: v3, end: v3, damage: int32_t, weapon: Hash, owner: Ped, audible: boolean, invisible: boolean, speed: float): boolean;
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}
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|
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|
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46
ts-lua/types/RAGE/Graphics.d.ts
vendored
46
ts-lua/types/RAGE/Graphics.d.ts
vendored
@@ -5,7 +5,51 @@
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*/
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declare namespace graphics {
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function get_screen_height(): int;
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function get_screen_width(): int;
|
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function request_named_ptfx_asset(asset: string): void;
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function has_named_ptfx_asset_loaded(asset: string): boolean;
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function set_next_ptfx_asset(asset: string): void;
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function set_next_ptfx_asset_by_hash(hash: Hash): void;
|
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function start_ptfx_looped_on_entity(name: string, e: Entity, offset: v3, rot: v3, scale: float): Ptfx;
|
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function start_ptfx_non_looped_on_entity(name: string, e: Entity, offset: v3, rot: v3, scale: float): boolean;
|
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function remove_ptfx_from_entity(entity: Entity): void;
|
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function does_looped_ptfx_exist(ptfx: Ptfx): boolean;
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function start_particle_fx_looped_at_coord(name: string, pos: v3, rot: v3, scale: float, xAxis: boolean, yAxis: boolean, zAxis: boolean, a8: boolean): Ptfx;
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function start_particle_fx_non_looped_at_coord(name: string, pos: v3, rot: v3, scale: float, xAxis: boolean, yAxis: boolean, zAxis: boolean): boolean;
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function start_networked_particle_fx_non_looped_at_coord(name: string, pos: v3, rot: v3, scale: float, xAxis: boolean, yAxis: boolean, zAxis: boolean): boolean;
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function remove_particle_fx(ptfx: Ptfx, a2: boolean): void;
|
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function remove_particle_fx_in_range(pos: v3, range: float): void;
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function set_particle_fx_looped_offsets(ptfx: Ptfx, pos: v3, rot: v3): void;
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function set_particle_fx_looped_evolution(ptfx: Ptfx, propertyName: string, amount: float, a4: boolean): void;
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function set_particle_fx_looped_color(ptfx: Ptfx, r: float, b: float, g: float, a5: boolean): void;
|
||||
function set_particle_fx_looped_alpha(ptfx: Ptfx, a: float): void;
|
||||
function set_particle_fx_looped_scale(ptfx: Ptfx, scale: float): void;
|
||||
function set_particle_fx_looped_far_clip_dist(ptfx: Ptfx, dist: float): void;
|
||||
function enable_clown_blood_vfx(toggle: boolean): void;
|
||||
function enable_alien_blood_vfx(toggle: boolean): void;
|
||||
function animpostfx_play(effect: Hash, duration: int32_t, looped: boolean): void;
|
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function animpostfx_stop(effect: Hash): void;
|
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function animpostfx_is_running(effect: Hash): boolean;
|
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function animpostfx_stop_all(): void;
|
||||
function request_scaleform_movie(szName: string): Any;
|
||||
function begin_scaleform_movie_method(scaleform: Any, szMethod: string): boolean;
|
||||
function scaleform_movie_method_add_param_texture_name_string(val: string): void;
|
||||
function scaleform_movie_method_add_param_int(val: int32_t): void;
|
||||
function scaleform_movie_method_add_param_float(val: float): void;
|
||||
function scaleform_movie_method_add_param_boolean(val: boolean): void;
|
||||
function draw_scaleform_movie_fullscreen(scaleform: Any, r: int, g: int, b: int, a: int, a6: int): void;
|
||||
function draw_scaleform_movie(scaleform: Any, x: float, y: float, w: float, h: float, r: int, g: int, b: int, a: int, a10: int): void;
|
||||
function end_scaleform_movie_method(): void;
|
||||
function draw_marker(type: Any, pos: v3, dir: v3, rot: v3, scale: v3, red: int, green: int, blue: int, alpha: int, bobUpAndDown: boolean, faceCam: boolean, a12: int, rotate: boolean, textureDict: string|null, textureName: string|null, drawOntEnts: boolean): void;
|
||||
function create_checkpoint(type: Any, thisPos: v3, nextPos: v3, radius: float, red: int, green: int, blue: int, alpha: int, reserved: int): Any;
|
||||
function set_checkpoint_icon_height(checkpoint: Any, height: float): void;
|
||||
function set_checkpoint_cylinder_height(checkpoint: Any, nearHeight: float, farHeight: float, radius: float): void;
|
||||
function set_checkpoint_rgba(checkpoint: Any, r: int, g: int, b: int, a: int): void;
|
||||
function set_checkpoint_icon_rgba(checkpoint: Any, r: int, g: int, b: int, a: int): void;
|
||||
function delete_checkpoint(checkpoint: Any): void;
|
||||
function has_scaleform_movie_loaded(scaleform: Any): boolean;
|
||||
function set_scaleform_movie_as_no_longer_needed(scaleform: Any): void;
|
||||
|
||||
}
|
||||
|
||||
|
||||
6
ts-lua/types/RAGE/Interior.d.ts
vendored
6
ts-lua/types/RAGE/Interior.d.ts
vendored
@@ -5,7 +5,11 @@
|
||||
*/
|
||||
declare namespace interior {
|
||||
|
||||
|
||||
function get_interior_from_entity(entity: Entity): Any;
|
||||
function get_interior_at_coords_with_type(coords: v3, interiorType: string): Any;
|
||||
function enable_interior_prop(id: Any, prop: string): void;
|
||||
function disable_interior_prop(id: Any, prop: string): void;
|
||||
function refresh_interior(id: Any): void;
|
||||
|
||||
}
|
||||
|
||||
|
||||
18
ts-lua/types/RAGE/Network.d.ts
vendored
18
ts-lua/types/RAGE/Network.d.ts
vendored
@@ -5,7 +5,23 @@
|
||||
*/
|
||||
declare namespace network {
|
||||
|
||||
|
||||
function network_is_host(): boolean;
|
||||
function has_control_of_entity(entity: Entity): boolean;
|
||||
function request_control_of_entity(entity: Entity): boolean;
|
||||
function is_session_started(): boolean;
|
||||
function network_session_kick_player(player: Player): void;
|
||||
function is_friend_online(name: string): boolean;
|
||||
function is_friend_in_multiplayer(name: string): boolean;
|
||||
function get_friend_scid(name: string): uint32_t;
|
||||
function get_friend_count(): uint32_t;
|
||||
function get_max_friends(): uint32_t;
|
||||
function network_hash_from_player(player: Player): Hash;
|
||||
function get_friend_index_name(index: uint32_t): string|null;
|
||||
function is_friend_index_online(index: uint32_t): boolean;
|
||||
function is_scid_friend(scid: uint32_t): boolean;
|
||||
function get_entity_player_is_spectating(player: Player): Entity|null;
|
||||
function get_player_player_is_spectating(player: Player): Player|null;
|
||||
function send_chat_message(msg: string, teamOnly: boolean): boolean;
|
||||
|
||||
}
|
||||
|
||||
|
||||
4
ts-lua/types/RAGE/Object.d.ts
vendored
4
ts-lua/types/RAGE/Object.d.ts
vendored
@@ -5,7 +5,9 @@
|
||||
*/
|
||||
declare namespace object {
|
||||
|
||||
|
||||
function create_object(model: Hash, pos: v3, networked: boolean, dynamic: boolean): Object ;
|
||||
function get_all_objects(): vector<Object>;
|
||||
function get_all_pickups(): vector<Pickup>;
|
||||
|
||||
}
|
||||
|
||||
|
||||
74
ts-lua/types/RAGE/Ped.d.ts
vendored
74
ts-lua/types/RAGE/Ped.d.ts
vendored
@@ -5,7 +5,79 @@
|
||||
*/
|
||||
declare namespace ped {
|
||||
|
||||
|
||||
function is_ped_in_any_vehicle(ped: Ped): boolean;
|
||||
function set_group_formation(group: Ped, formation: int): boolean;
|
||||
function set_ped_as_group_member(ped: Ped, groupId: int): boolean;
|
||||
function get_ped_group(ped: Ped): Group;
|
||||
function get_group_size(group: int): int;
|
||||
function get_ped_health(ped: Ped): float;
|
||||
function set_ped_health(ped: Ped, value: float): boolean;
|
||||
function is_ped_ragdoll(ped: Ped): boolean;
|
||||
function is_ped_a_player(ped: Ped): boolean;
|
||||
function get_current_ped_weapon(ped: Ped): Hash;
|
||||
function set_ped_into_vehicle(ped: Ped, vehicle: Vehicle, seat: int): boolean;
|
||||
function get_ped_drawable_variation(ped: Ped, group: int): int;
|
||||
function get_ped_texture_variation(ped: Ped, group: int): int;
|
||||
function get_ped_prop_index(ped: Ped, group: int): int;
|
||||
function get_ped_prop_texture_index(ped: Ped, group: int): int;
|
||||
function set_ped_component_variation(ped: Ped, component: int, drawable: int, texture: int, pallette: int): boolean;
|
||||
function set_ped_prop_index(ped: Ped, component: int, drawable: int, texture: int, unk: int): boolean;
|
||||
function set_ped_can_switch_weapons(ped: Ped, toggle: boolean): void;
|
||||
function is_ped_shooting(ped: Ped): boolean;
|
||||
function get_ped_bone_index(ped: Ped, bone: int): int;
|
||||
function get_ped_bone_coords(ped: Ped, boneId: Hash, offset: v3): [boolean, v3];
|
||||
function get_ped_relationship_group_hash(ped: Ped): Hash;
|
||||
function set_ped_relationship_group_hash(ped: Ped, hash: Hash): void;
|
||||
function get_vehicle_ped_is_using(ped: Ped): Vehicle;
|
||||
function clear_all_ped_props(ped: Ped): void;
|
||||
function clear_ped_tasks_immediately(ped: Ped): int;
|
||||
function clear_ped_blood_damage(ped: Ped): void;
|
||||
function is_ped_in_vehicle(ped: Ped, vehicle: Vehicle): boolean;
|
||||
function is_ped_using_any_scenario(ped: Ped): boolean;
|
||||
function set_ped_to_ragdoll(ped: Ped, time1: int, time2: int, type: int): boolean;
|
||||
function set_ped_can_ragdoll(ped: Ped, toggle: boolean): boolean;
|
||||
function can_ped_ragdoll(ped: Ped): boolean;
|
||||
function get_ped_last_weapon_impact(ped: Ped): [boolean, v3];
|
||||
function set_ped_combat_ability(ped: Ped, ability: BYTE): boolean;
|
||||
function get_ped_max_health(entity: Entity): float;
|
||||
function set_ped_max_health(entity: Entity, health: float): boolean;
|
||||
function resurrect_ped(ped: Ped): boolean;
|
||||
function set_ped_combat_movement(ped: Ped, type: int): void;
|
||||
function set_ped_combat_range(ped: Ped, type: int): void;
|
||||
function set_ped_combat_attributes(ped: Ped, attr: int, toggle: boolean): void;
|
||||
function set_ped_accuracy(ped: Ped, accuracy: int): void;
|
||||
function create_ped(type: int, model: Hash, pos: v3, heading: float, isNetworked: boolean, unk1: boolean): Ped;
|
||||
function get_number_of_ped_drawable_variations(ped: Ped, comp: int): int;
|
||||
function get_number_of_ped_texture_variations(ped: Ped, comp: int, draw: int): int;
|
||||
function get_number_of_ped_prop_drawable_variations(ped: Ped, groupId: int): int;
|
||||
function get_number_of_ped_prop_texture_variations(ped: Ped, groupId: int, drawId: int): int;
|
||||
function set_ped_random_component_variation(ped: Ped): void;
|
||||
function set_ped_default_component_variation(ped: Ped): void;
|
||||
function set_ped_movement_clipset(ped: Ped, szClipset: string): void;
|
||||
function reset_ped_movement_clipset(ped: Ped, unk0: boolean): void;
|
||||
function clone_ped(ped: Ped): Ped;
|
||||
function set_ped_config_flag(ped: Ped, flag: int, value: uint8_t): boolean;
|
||||
function set_ped_ragdoll_blocking_flags(ped: Ped, flags: int): boolean;
|
||||
function reset_ped_ragdoll_blocking_flags(ped: Ped, flags: int): boolean;
|
||||
function set_ped_density_multiplier_this_frame(mult: float): void;
|
||||
function set_scenario_ped_density_multiplier_this_frame(m1: float, m2: float): void;
|
||||
function get_all_peds(): vector<Ped>;
|
||||
function create_group(): Group;
|
||||
function remove_group(group: Group): void;
|
||||
function set_ped_as_group_leader(ped: Ped, group: Group): void;
|
||||
function remove_ped_from_group(ped: Ped): void;
|
||||
function is_ped_group_member(ped: Ped, group: Group): boolean;
|
||||
function set_group_formation_spacing(group: Group, a2: float, a3: float, a4: float): boolean;
|
||||
function reset_group_formation_default_spacing(group: Group): boolean;
|
||||
function set_ped_never_leaves_group(ped: Ped, toggle: boolean): void;
|
||||
function does_group_exist(group: Group): boolean;
|
||||
function is_ped_in_group(ped: Ped): boolean;
|
||||
function set_create_random_cops(t: boolean): void;
|
||||
function can_create_random_cops(): boolean;
|
||||
function is_ped_swimming(ped: Ped): boolean;
|
||||
function is_ped_swimming_underwater(ped: Ped): boolean;
|
||||
function clear_relationship_between_groups(group1: Hash, group2: Hash): void;
|
||||
function set_relationship_between_groups(relation: int, group1: Hash, group2: Hash): void;
|
||||
|
||||
}
|
||||
|
||||
|
||||
65
ts-lua/types/RAGE/Player.d.ts
vendored
65
ts-lua/types/RAGE/Player.d.ts
vendored
@@ -5,7 +5,70 @@
|
||||
*/
|
||||
declare namespace player {
|
||||
|
||||
|
||||
enum eModderDetectionFlags {
|
||||
MDF_MANUAL = 1 << 0x00,
|
||||
MDF_PLAYER_MODEL = 1 << 0x01,
|
||||
MDF_SCID_0 = 1 << 0x02,
|
||||
MDF_SCID_SPOOF = 1 << 0x03,
|
||||
MDF_INVALID_OBJECT_CRASH = 1 << 0x04,
|
||||
MDF_INVALID_PED_CRASH = 1 << 0x05,
|
||||
MDF_CLONE_SPAWN = 1 << 0x06,
|
||||
MDF_MODEL_CHANGE_CRASH = 1 << 0x07,
|
||||
MDF_PLAYER_MODEL_CHANGE = 1 << 0x08,
|
||||
MDF_RAC = 1 << 0x09,
|
||||
MDF_MONEY_DROP = 1 << 0x0A,
|
||||
MDF_SEP = 1 << 0x0B,
|
||||
MDF_ATTACH_OBJECT = 1 << 0x0C,
|
||||
MDF_ATTACH_PED = 1 << 0x0D,
|
||||
|
||||
MDF_ENDS = 1 << 0x0E
|
||||
}
|
||||
|
||||
function get_player_ped(player: Player): Ped;
|
||||
function player_id(): Player;
|
||||
function set_player_model(hash: Hash): void;
|
||||
function get_player_group(player: Player): Group;
|
||||
function is_player_female(player: Player): boolean;
|
||||
function is_player_friend(player: Player): boolean;
|
||||
function is_player_playing(player: Player): boolean;
|
||||
function is_player_free_aiming(player: Player): boolean;
|
||||
function get_entity_player_is_aiming_at(player: Player): Entity;
|
||||
function get_personal_vehicle(): Vehicle;
|
||||
function set_player_visible_locally(player: Player, toggle: boolean): void;
|
||||
function set_local_player_visible_locally(toggle: boolean): void;
|
||||
function set_player_as_modder(player: Player, flags: int): void;
|
||||
function get_player_name(player: Player): string;
|
||||
function get_player_scid(player: Player): int;
|
||||
function is_player_pressing_horn(player: Player): boolean;
|
||||
function get_player_ip(player: Player): int;
|
||||
function is_player_modder(player: Player, mask: int): boolean;
|
||||
function is_player_god(player: Player): boolean;
|
||||
function get_player_wanted_level(player: Player): int;
|
||||
function player_count(): int;
|
||||
function is_player_in_any_vehicle(player: Player): boolean;
|
||||
function get_player_coords(player: Player): v3;
|
||||
function get_player_heading(player: Player): float;
|
||||
function get_player_health(player: Player): float;
|
||||
function get_player_max_health(player: Player): float;
|
||||
function get_player_armour(player: Player): float;
|
||||
function get_player_from_ped(ped: Ped): int;
|
||||
function get_player_team(player: Player): int;
|
||||
function get_player_vehicle(player: Player): Vehicle;
|
||||
function is_player_vehicle_god(player: Player): boolean;
|
||||
function is_player_host(player: Player): boolean;
|
||||
function get_host(): Player;
|
||||
function is_player_spectating(player: Player): boolean;
|
||||
function get_player_model(player: Player): Hash;
|
||||
function send_player_sms(player: Player, msg: string): boolean;
|
||||
function unset_player_as_modder(player: Player, flags: int): boolean;
|
||||
function get_player_modder_flags(player: Player): int;
|
||||
function get_modder_flag_text(flag: int): string;
|
||||
function get_modder_flag_ends(): int;
|
||||
function add_modder_flag(text: string): int;
|
||||
function is_player_valid(player: Player): boolean;
|
||||
function get_player_host_token(player: Player): int;
|
||||
function get_player_host_priority(player: Player): int;
|
||||
function set_player_targeting_mode(mode: int): void;
|
||||
|
||||
}
|
||||
|
||||
|
||||
7
ts-lua/types/RAGE/Script.d.ts
vendored
7
ts-lua/types/RAGE/Script.d.ts
vendored
@@ -5,7 +5,12 @@
|
||||
*/
|
||||
declare namespace script {
|
||||
|
||||
|
||||
function trigger_script_event(eventId: int, player: Player, params: vector<int>): void;
|
||||
function get_host_of_this_script(): Player;
|
||||
function get_global_f(i: int): float;
|
||||
function get_global_i(i: int): int;
|
||||
function get_local_f(script: Hash, i: int): float;
|
||||
function get_local_i(script: Hash, i: int): int;
|
||||
|
||||
}
|
||||
|
||||
|
||||
9
ts-lua/types/RAGE/ScriptDraw.d.ts
vendored
9
ts-lua/types/RAGE/ScriptDraw.d.ts
vendored
@@ -5,6 +5,15 @@
|
||||
*/
|
||||
declare namespace scriptdraw {
|
||||
|
||||
enum eDrawTextFlags {
|
||||
TEXTFLAG_NONE = 0,
|
||||
TEXTFLAG_CENTER = 1 << 0,
|
||||
TEXTFLAG_SHADOW = 1 << 1,
|
||||
TEXTFLAG_VCENTER = 1 << 2,
|
||||
TEXTFLAG_BOTTOM = 1 << 3,
|
||||
TEXTFLAG_JUSTIFY_RIGHT = 1 << 4,
|
||||
}
|
||||
|
||||
function draw_text(text: string, pos: v2, size: v2, scale: float, color: uint32_t, flags: uint32_t): void;
|
||||
//function wdraw_text(text: wstring, pos: v2, size: v2, scale: float, color: uint32_t, flags: uint32_t): void;
|
||||
function register_sprite(path: string): uint32_t;
|
||||
|
||||
7
ts-lua/types/RAGE/Stats.d.ts
vendored
7
ts-lua/types/RAGE/Stats.d.ts
vendored
@@ -5,7 +5,12 @@
|
||||
*/
|
||||
declare namespace stats {
|
||||
|
||||
|
||||
function stat_get_int(hash: Hash, unk0: int): int32_t|null;
|
||||
function stat_get_float(hash: Hash, unk0: int): float|null;
|
||||
function stat_get_boolean(hash: Hash, unk0: int): boolean|null;
|
||||
function stat_set_int(hash: Hash, value: int32_t, save: boolean): boolean;
|
||||
function stat_set_float(hash: Hash, value: float, save: boolean): boolean;
|
||||
function stat_set_boolean(hash: Hash, value: boolean, save: boolean): boolean;
|
||||
|
||||
}
|
||||
|
||||
|
||||
23
ts-lua/types/RAGE/Streaming.d.ts
vendored
23
ts-lua/types/RAGE/Streaming.d.ts
vendored
@@ -5,7 +5,28 @@
|
||||
*/
|
||||
declare namespace streaming {
|
||||
|
||||
|
||||
function request_model(hash: Hash): boolean;
|
||||
function has_model_loaded(hash: Hash): boolean;
|
||||
function set_model_as_no_longer_needed(hash: Hash): boolean;
|
||||
function is_model_in_cdimage(hash: Hash): boolean;
|
||||
function is_model_valid(hash: Hash): boolean;
|
||||
function is_model_a_plane(hash: Hash): boolean;
|
||||
function is_model_a_vehicle(hash: Hash): boolean;
|
||||
function is_model_a_heli(hash: Hash): boolean;
|
||||
function request_ipl(szName: string): void;
|
||||
function remove_ipl(szName: string): void;
|
||||
function request_anim_set(szName: string): void;
|
||||
function has_anim_set_loaded(szName: string): boolean;
|
||||
function request_anim_dict(szName: string): void;
|
||||
function has_anim_dict_loaded(szName: string): boolean;
|
||||
function is_model_a_bike(ulHash: Hash): boolean;
|
||||
function is_model_a_car(ulHash: Hash): boolean;
|
||||
function is_model_a_bicycle(ulHash: Hash): boolean;
|
||||
function is_model_a_quad(ulHash: Hash): boolean;
|
||||
function is_model_a_boat(ulHash: Hash): boolean;
|
||||
function is_model_a_train(ulHash: Hash): boolean;
|
||||
function is_model_an_object(ulHash: Hash): boolean;
|
||||
function is_model_a_ped(ulHash: Hash): boolean;
|
||||
|
||||
}
|
||||
|
||||
|
||||
5
ts-lua/types/RAGE/Time.d.ts
vendored
5
ts-lua/types/RAGE/Time.d.ts
vendored
@@ -5,7 +5,10 @@
|
||||
*/
|
||||
declare namespace time {
|
||||
|
||||
|
||||
function set_clock_time(hour: int, minute: int, second: int): void;
|
||||
function get_clock_hours(): int;
|
||||
function get_clock_minutes(): int;
|
||||
function get_clock_seconds(): int;
|
||||
|
||||
}
|
||||
|
||||
|
||||
3
ts-lua/types/RAGE/UI.d.ts
vendored
3
ts-lua/types/RAGE/UI.d.ts
vendored
@@ -8,6 +8,9 @@ declare namespace ui {
|
||||
type Blip = any;
|
||||
type Pickup = any;
|
||||
|
||||
/**
|
||||
* @deprecated
|
||||
*/
|
||||
function notify_above_map(message: string, title: string, color: int): void
|
||||
function get_entity_from_blip(blip: Blip): Entity
|
||||
function get_blip_from_entity(entity: Entity): Blip
|
||||
|
||||
117
ts-lua/types/RAGE/Vehicle.d.ts
vendored
117
ts-lua/types/RAGE/Vehicle.d.ts
vendored
@@ -5,7 +5,122 @@
|
||||
*/
|
||||
declare namespace vehicle {
|
||||
|
||||
|
||||
function set_vehicle_tire_smoke_color(vehicle: Vehicle, r: int, g: int, b: int): void;
|
||||
function get_ped_in_vehicle_seat(vehicle: Vehicle, seat: int): Ped;
|
||||
function get_free_seat(vehicle: Vehicle): int;
|
||||
function is_vehicle_full(vehicle: Vehicle): boolean;
|
||||
function set_vehicle_stolen(vehicle: Vehicle, toggle: boolean): void;
|
||||
function set_vehicle_color(v: Vehicle, p: BYTE, s: BYTE, pearl: BYTE, wheel: BYTE): boolean;
|
||||
function get_mod_text_label(veh: Vehicle, modType: int, modValue: int): string;
|
||||
function get_mod_slot_name(veh: Vehicle, modType: int): string;
|
||||
function get_num_vehicle_mods(veh: Vehicle, modType: int): int;
|
||||
function set_vehicle_mod(vehicle: Vehicle, modType: int, modIndex: int, customTires: boolean): boolean;
|
||||
function get_vehicle_mod(vehicle: Vehicle, modType: int): int;
|
||||
function set_vehicle_mod_kit_type(vehicle: Vehicle, type: int): boolean;
|
||||
function set_vehicle_extra(veh: Vehicle, extra: int, toggle: boolean): void;
|
||||
function does_extra_exist(veh: Vehicle, extra: int): boolean;
|
||||
function is_vehicle_extra_turned_on(veh: Vehicle, extra: int): boolean;
|
||||
function toggle_vehicle_mod(veh: Vehicle, mod: int, toggle: boolean): void;
|
||||
function set_vehicle_bulletproof_tires(veh: Vehicle, toggle: boolean): void;
|
||||
function is_vehicle_a_convertible(veh: Vehicle): boolean;
|
||||
function get_convertible_roof_state(veh: Vehicle): boolean;
|
||||
function set_convertible_roof(veh: Vehicle, toggle: boolean): void;
|
||||
function set_vehicle_indicator_lights(veh: Vehicle, index: int, toggle: boolean): void;
|
||||
function set_vehicle_brake_lights(veh: Vehicle, toggle: boolean): void;
|
||||
function set_vehicle_can_be_visibly_damaged(veh: Vehicle, toggle: boolean): void;
|
||||
function set_vehicle_engine_on(veh: Vehicle, toggle: boolean, instant: boolean, noAutoTurnOn: boolean): void;
|
||||
function set_vehicle_fixed(veh: Vehicle): void;
|
||||
function set_vehicle_deformation_fixed(veh: Vehicle): void;
|
||||
function set_vehicle_undriveable(veh: Vehicle, toggle: boolean): void;
|
||||
function set_vehicle_on_ground_properly(veh: Vehicle): boolean;
|
||||
function set_vehicle_forward_speed(veh: Vehicle, speed: float): void;
|
||||
function set_vehicle_number_plate_text(veh: Vehicle, text: string): void;
|
||||
function set_vehicle_door_open(veh: Vehicle, doorIndex: int, loose: boolean, openInstantly: boolean): void;
|
||||
function set_vehicle_doors_shut(veh: Vehicle, closeInstantly: boolean): void;
|
||||
function is_toggle_mod_on(veh: Vehicle, index: int): boolean;
|
||||
function set_vehicle_wheel_type(veh: Vehicle, type: int): void;
|
||||
function set_vehicle_number_plate_index(veh: Vehicle, index: int): void;
|
||||
function set_vehicle_tires_can_burst(veh: Vehicle, toggle: boolean): void;
|
||||
function set_vehicle_tire_burst(veh: Vehicle, index: int, onRim: boolean, unk0: float): void;
|
||||
function get_num_vehicle_mod(veh: Vehicle, modType: int): int;
|
||||
function is_vehicle_engine_running(veh: Vehicle): boolean;
|
||||
function set_vehicle_engine_health(veh: Vehicle, health: float): void;
|
||||
function is_vehicle_damaged(veh: Vehicle): boolean;
|
||||
function is_vehicle_on_all_wheels(veh: Vehicle): boolean;
|
||||
function create_vehicle(model: Hash, pos: v3, heading: float, networked: boolean, unk2: boolean): Vehicle;
|
||||
function set_vehicle_doors_locked(vehicle: Vehicle, lockStatus: int): boolean;
|
||||
function set_vehicle_neon_lights_color(vehicle: Vehicle, color: int): boolean;
|
||||
function get_vehicle_neon_lights_color(vehicle: Vehicle): int;
|
||||
function set_vehicle_neon_light_enabled(vehicle: Vehicle, index: int, toggle: boolean): boolean;
|
||||
function is_vehicle_neon_light_enabled(vehicle: Vehicle, index: int, toggle: boolean): boolean;
|
||||
function set_vehicle_density_multipliers_this_frame(mult: float): void;
|
||||
function set_random_vehicle_density_multiplier_this_frame(mult: float): void;
|
||||
function set_parked_vehicle_density_multiplier_this_frame(mult: float): void;
|
||||
function set_ambient_vehicle_range_multiplier_this_frame(mult: float): void;
|
||||
function is_vehicle_rocket_boost_active(veh: Vehicle): boolean;
|
||||
function set_vehicle_rocket_boost_active(veh: Vehicle, toggle: boolean): void;
|
||||
function set_vehicle_rocket_boost_percentage(veh: Vehicle, percentage: float): void;
|
||||
function set_vehicle_rocket_boost_refill_time(veh: Vehicle, refillTime: float): void;
|
||||
function control_landing_gear(veh: Vehicle, state: int32_t): void;
|
||||
function get_landing_gear_state(veh: Vehicle): int32_t;
|
||||
function get_vehicle_livery(veh: Vehicle): int32_t;
|
||||
function set_vehicle_livery(veh: Vehicle, index: int32_t): boolean;
|
||||
function is_vehicle_stopped(veh: Vehicle): boolean;
|
||||
function get_vehicle_number_of_passengers(veh: Vehicle): int32_t;
|
||||
function get_vehicle_max_number_of_passengers(veh: Vehicle): int32_t;
|
||||
function get_vehicle_model_number_of_seats(modelHash: Hash): int32_t;
|
||||
function get_vehicle_livery_count(veh: Vehicle): int32_t;
|
||||
function get_vehicle_roof_livery_count(veh: Vehicle): int32_t;
|
||||
function is_vehicle_model(veh: Vehicle, model: Hash): boolean;
|
||||
function is_vehicle_stuck_on_roof(veh: Vehicle): boolean;
|
||||
function set_vehicle_doors_locked_for_player(veh: Vehicle, player: Player, toggle: boolean): void;
|
||||
function get_vehicle_doors_locked_for_player(veh: Vehicle, player: Player): boolean;
|
||||
function set_vehicle_doors_locked_for_all_players(veh: Vehicle, toggle: boolean): void;
|
||||
function set_vehicle_doors_locked_for_non_script_players(veh: Vehicle, toggle: boolean): void;
|
||||
function set_vehicle_doors_locked_for_team(veh: Vehicle, team: int32_t, toggle: boolean): void;
|
||||
function explode_vehicle(veh: Vehicle, isAudible: boolean, isInvisible: boolean): void;
|
||||
function set_vehicle_out_of_control(veh: Vehicle, killDriver: boolean, explodeOnImpact: boolean): void;
|
||||
function set_vehicle_timed_explosion(veh: Vehicle, ped: Ped, toggle: boolean): void;
|
||||
function add_vehicle_phone_explosive_device(veh: Vehicle): void;
|
||||
function has_vehicle_phone_explosive_device(): boolean;
|
||||
function detonate_vehicle_phone_explosive_device(): void;
|
||||
function set_taxi_lights(veh: Vehicle, state: boolean): void;
|
||||
function is_taxi_light_on(veh: Vehicle): boolean;
|
||||
function set_vehicle_colors(veh: Vehicle, primary: int32_t, secondary: int32_t): boolean;
|
||||
function set_vehicle_extra_colors(veh: Vehicle, pearl: int32_t, wheel: int32_t): boolean;
|
||||
function get_vehicle_primary_color(veh: Vehicle): int32_t;
|
||||
function get_vehicle_secondary_color(veh: Vehicle): int32_t;
|
||||
function get_vehicle_pearlecent_color(veh: Vehicle): int32_t;
|
||||
function get_vehicle_wheel_color(veh: Vehicle): int32_t;
|
||||
function set_vehicle_fullbeam(veh: Vehicle, toggle: boolean): boolean;
|
||||
function set_vehicle_custom_primary_colour(veh: Vehicle, color: uint32_t): void;
|
||||
function get_vehicle_custom_primary_colour(veh: Vehicle): uint32_t;
|
||||
function clear_vehicle_custom_primary_colour(veh: Vehicle): void;
|
||||
function is_vehicle_primary_colour_custom(veh: Vehicle): boolean;
|
||||
function set_vehicle_custom_secondary_colour(veh: Vehicle, color: uint32_t): void;
|
||||
function get_vehicle_custom_secondary_colour(veh: Vehicle): uint32_t;
|
||||
function clear_vehicle_custom_secondary_colour(veh: Vehicle): void;
|
||||
function is_vehicle_secondary_colour_custom(veh: Vehicle): boolean;
|
||||
function set_vehicle_custom_pearlescent_colour(veh: Vehicle, color: uint32_t): void;
|
||||
function get_vehicle_custom_pearlescent_colour(veh: Vehicle): uint32_t;
|
||||
function set_vehicle_custom_wheel_colour(veh: Vehicle, color: uint32_t): void;
|
||||
function get_vehicle_custom_wheel_colour(veh: Vehicle): uint32_t;
|
||||
function get_livery_name(veh: Vehicle, livery: int32_t): string;
|
||||
function set_vehicle_window_tint(veh: Vehicle, t: int32_t): void;
|
||||
function get_vehicle_window_tint(veh: Vehicle): int32_t;
|
||||
function get_all_vehicle_model_hashes(): vector<Hash>;
|
||||
function get_all_vehicles(): vector<Vehicle>;
|
||||
function modify_vehicle_top_speed(veh: Vehicle, f: float): void;
|
||||
function set_vehicle_engine_torque_multiplier_this_frame(veh: Vehicle, f: float): void;
|
||||
function get_vehicle_headlight_color(v: Vehicle): int32_t;
|
||||
function set_vehicle_headlight_color(v: Vehicle, color: int32_t): boolean;
|
||||
function set_heli_blades_full_speed(v: Vehicle): void;
|
||||
function set_heli_blades_speed(v: Vehicle, speed: float): void;
|
||||
function set_vehicle_parachute_active(v: Vehicle, toggle: boolean): void;
|
||||
function does_vehicle_have_parachute(v: Vehicle): boolean;
|
||||
function can_vehicle_parachute_be_activated(v: Vehicle): boolean;
|
||||
function set_vehicle_can_be_locked_on(veh: Vehicle, toggle: boolean, skipSomeCheck: boolean): void;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
4
ts-lua/types/RAGE/Water.d.ts
vendored
4
ts-lua/types/RAGE/Water.d.ts
vendored
@@ -5,7 +5,9 @@
|
||||
*/
|
||||
declare namespace water {
|
||||
|
||||
|
||||
function get_waves_intensity(): float;
|
||||
function set_waves_intensity(intensity: float): void;
|
||||
function reset_waves_intensity(): void;
|
||||
|
||||
}
|
||||
|
||||
|
||||
25
ts-lua/types/RAGE/Weapon.d.ts
vendored
25
ts-lua/types/RAGE/Weapon.d.ts
vendored
@@ -5,7 +5,30 @@
|
||||
*/
|
||||
declare namespace weapon {
|
||||
|
||||
|
||||
function give_delayed_weapon_to_ped(ped: Ped, hash: Hash, time: int, equipNow: boolean): void;
|
||||
function get_weapon_tint_count(weapon: Hash): int;
|
||||
function get_ped_weapon_tint_index(ped: Ped, weapon: Hash): int;
|
||||
function set_ped_weapon_tint_index(ped: Ped, weapon: Hash, index: int): void;
|
||||
function give_weapon_component_to_ped(ped: Ped, weapon: Hash, component: Hash): void;
|
||||
function remove_all_ped_weapons(ped: Ped): void;
|
||||
function remove_weapon_from_ped(ped: Ped, weapon: Hash): void;
|
||||
function get_max_ammo(ped: Ped, weapon: Hash): [boolean,int];
|
||||
function set_ped_ammo(ped: Ped, weapon: Hash, ammo: int): boolean;
|
||||
function remove_weapon_component_from_ped(ped: Ped, weapon: Hash, component: Hash): void;
|
||||
function has_ped_got_weapon_component(ped: Ped, weapon: Hash, component: Hash): boolean;
|
||||
function get_ped_ammo_type_from_weapon(ped: Ped, weapon: Hash): Hash;
|
||||
function set_ped_ammo_by_type(ped: Ped, type: Hash, amount: uint32_t): void;
|
||||
function has_ped_got_weapon(ped: Ped, weapon: Hash): boolean;
|
||||
function get_all_weapon_hashes(): vector<Hash>;
|
||||
function get_weapon_name(weapon: Hash): string;
|
||||
function get_weapon_weapon_wheel_slot(weapon: Hash): int;
|
||||
function get_weapon_model(weapon: Hash): Hash;
|
||||
function get_weapon_audio_item(weapon: Hash): Hash;
|
||||
function get_weapon_slot(weapon: Hash): Hash;
|
||||
function get_weapon_ammo_type(weapon: Hash): int;
|
||||
function get_weapon_weapon_group(weapon: Hash): Hash;
|
||||
function get_weapon_weapon_type(weapon: Hash): Hash;
|
||||
function get_weapon_pickup(weapon: Hash): Hash;
|
||||
|
||||
}
|
||||
|
||||
|
||||
14
ts-lua/types/RAGE/Worldprobe.d.ts
vendored
14
ts-lua/types/RAGE/Worldprobe.d.ts
vendored
@@ -5,7 +5,19 @@
|
||||
*/
|
||||
declare namespace worldprobe {
|
||||
|
||||
|
||||
enum eRayIntersect {
|
||||
RAYINT_MAP = 1 << 0,
|
||||
RAYINT_VEH = 1 << 1,
|
||||
RAYINT_PED = 1 << 2,
|
||||
RAYINT_PED2 = 1 << 3,
|
||||
RAYINT_OBJECT = 1 << 4,
|
||||
RAYINT_UNK0 = 1 << 5,
|
||||
RAYINT_UNK1 = 1 << 6,
|
||||
RAYINT_UNK2 = 1 << 7,
|
||||
RAYINT_VEGETATION = 1 << 8,
|
||||
}
|
||||
|
||||
function raycast(start: v3, end: v3, intersect: int, ignore: Entity): [hit: boolean, hitPos: v3, hitSurf: v3, hitMat: Hash, hitEnt: Entity]
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user