"Any" should be "any" not "number"
This commit is contained in:
8
ts-lua/types/2take1.d.ts
vendored
8
ts-lua/types/2take1.d.ts
vendored
@@ -3,15 +3,15 @@
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* @public
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* @public
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*/
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*/
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type Player = number;
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type Entity = number;
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type Entity = number;
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type Ped = number;
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type Ped = Entity;
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type Vehicle = number;
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type Player = Ped;
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type Vehicle = Entity;
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type Group = number;
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type Group = number;
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type Hash = number;
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type Hash = number;
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type Pickup = Hash;
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type Pickup = Hash;
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type Ptfx = number;
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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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type Thread = number;
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type Feature = number;
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type Feature = number;
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10
ts-lua/types/RAGE/AI.d.ts
vendored
10
ts-lua/types/RAGE/AI.d.ts
vendored
@@ -446,7 +446,7 @@ 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_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_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_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_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_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_in_place(ped: Ped, name: string, unkDelay: int, playEnterAnim: boolean): void;
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@@ -474,12 +474,12 @@ declare namespace ai {
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function task_vehicle_aim_at_coord(ped: Ped, coord: v3): 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_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_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_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_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_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_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_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_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_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_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(ped: Ped, a2: boolean, a3: boolean): void;
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@@ -494,7 +494,7 @@ declare namespace ai {
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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_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_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 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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function is_task_active(ped: Ped, taskId: any): boolean;
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}
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}
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2
ts-lua/types/RAGE/Audio.d.ts
vendored
2
ts-lua/types/RAGE/Audio.d.ts
vendored
@@ -5,7 +5,7 @@
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*/
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*/
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declare namespace audio {
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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(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_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_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 play_sound_from_coord(soundId: int, audioName: string, pos: v3, audioRef: string, a5: boolean, range: int, a7: boolean): void;
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26
ts-lua/types/RAGE/Graphics.d.ts
vendored
26
ts-lua/types/RAGE/Graphics.d.ts
vendored
@@ -32,24 +32,24 @@ declare namespace graphics {
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function animpostfx_stop(effect: Hash): 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_is_running(effect: Hash): boolean;
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function animpostfx_stop_all(): void;
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function animpostfx_stop_all(): void;
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function request_scaleform_movie(szName: string): Any;
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function request_scaleform_movie(szName: string): any;
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function begin_scaleform_movie_method(scaleform: Any, szMethod: string): boolean;
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function begin_scaleform_movie_method(scaleform: any, szMethod: string): boolean;
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function scaleform_movie_method_add_param_texture_name_string(val: string): void;
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function scaleform_movie_method_add_param_texture_name_string(val: string): void;
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function scaleform_movie_method_add_param_int(val: int32_t): void;
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function scaleform_movie_method_add_param_int(val: int32_t): void;
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function scaleform_movie_method_add_param_float(val: float): void;
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function scaleform_movie_method_add_param_float(val: float): void;
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function scaleform_movie_method_add_param_boolean(val: boolean): void;
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function scaleform_movie_method_add_param_boolean(val: boolean): void;
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function draw_scaleform_movie_fullscreen(scaleform: Any, r: int, g: int, b: int, a: int, a6: int): void;
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function draw_scaleform_movie_fullscreen(scaleform: any, r: int, g: int, b: int, a: int, a6: int): void;
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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;
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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;
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function end_scaleform_movie_method(): void;
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function end_scaleform_movie_method(): void;
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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;
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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;
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function create_checkpoint(type: Any, thisPos: v3, nextPos: v3, radius: float, red: int, green: int, blue: int, alpha: int, reserved: int): Any;
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function create_checkpoint(type: any, thisPos: v3, nextPos: v3, radius: float, red: int, green: int, blue: int, alpha: int, reserved: int): any;
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function set_checkpoint_icon_height(checkpoint: Any, height: float): void;
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function set_checkpoint_icon_height(checkpoint: any, height: float): void;
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function set_checkpoint_cylinder_height(checkpoint: Any, nearHeight: float, farHeight: float, radius: float): void;
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function set_checkpoint_cylinder_height(checkpoint: any, nearHeight: float, farHeight: float, radius: float): void;
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function set_checkpoint_rgba(checkpoint: Any, r: int, g: int, b: int, a: int): void;
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function set_checkpoint_rgba(checkpoint: any, r: int, g: int, b: int, a: int): void;
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function set_checkpoint_icon_rgba(checkpoint: Any, r: int, g: int, b: int, a: int): void;
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function set_checkpoint_icon_rgba(checkpoint: any, r: int, g: int, b: int, a: int): void;
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function delete_checkpoint(checkpoint: Any): void;
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function delete_checkpoint(checkpoint: any): void;
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function has_scaleform_movie_loaded(scaleform: Any): boolean;
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function has_scaleform_movie_loaded(scaleform: any): boolean;
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function set_scaleform_movie_as_no_longer_needed(scaleform: Any): void;
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function set_scaleform_movie_as_no_longer_needed(scaleform: any): void;
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}
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}
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10
ts-lua/types/RAGE/Interior.d.ts
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ts-lua/types/RAGE/Interior.d.ts
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@@ -5,11 +5,11 @@
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*/
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*/
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declare namespace interior {
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declare namespace interior {
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function get_interior_from_entity(entity: Entity): Any;
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function get_interior_from_entity(entity: Entity): any;
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function get_interior_at_coords_with_type(coords: v3, interiorType: string): Any;
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function get_interior_at_coords_with_type(coords: v3, interiorType: string): any;
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function enable_interior_prop(id: Any, prop: string): void;
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function enable_interior_prop(id: any, prop: string): void;
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function disable_interior_prop(id: Any, prop: string): void;
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function disable_interior_prop(id: any, prop: string): void;
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function refresh_interior(id: Any): void;
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function refresh_interior(id: any): void;
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}
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}
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6
ts-lua/types/RAGE/Vehicle.d.ts
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6
ts-lua/types/RAGE/Vehicle.d.ts
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@@ -108,7 +108,13 @@ declare namespace vehicle {
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function get_livery_name(veh: Vehicle, livery: int32_t): string;
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function get_livery_name(veh: Vehicle, livery: int32_t): string;
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function set_vehicle_window_tint(veh: Vehicle, t: int32_t): void;
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function set_vehicle_window_tint(veh: Vehicle, t: int32_t): void;
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function get_vehicle_window_tint(veh: Vehicle): int32_t;
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function get_vehicle_window_tint(veh: Vehicle): int32_t;
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/**
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* gets the model hash of every vehicle type
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*/
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function get_all_vehicle_model_hashes(): vector<Hash>;
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function get_all_vehicle_model_hashes(): vector<Hash>;
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/**
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* gets all vehicle objects loaded, like traffic or personal vehicles
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*/
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function get_all_vehicles(): vector<Vehicle>;
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function get_all_vehicles(): vector<Vehicle>;
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function modify_vehicle_top_speed(veh: Vehicle, f: float): void;
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function modify_vehicle_top_speed(veh: Vehicle, f: float): void;
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function set_vehicle_engine_torque_multiplier_this_frame(veh: Vehicle, f: float): void;
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function set_vehicle_engine_torque_multiplier_this_frame(veh: Vehicle, f: float): void;
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