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2021-06-27 20:27:03 -05:00
commit cbd4520e12
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RAGE/Entity.d.ts vendored Normal file
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/**
* Entity Functions
* @public
* @noSelf
*/
declare namespace entity {
function get_entity_coords(entity: Entity): v3;
function set_entity_coords_no_offset(entity: Entity, pos: v3): boolean;
function get_entity_rotation(entity: Entity): v3;
function set_entity_rotation(entity: Entity, rot: v3): boolean;
function set_entity_heading(entity: Entity, heading: float): boolean;
function set_entity_velocity(entity: Entity, velocity: v3): boolean;
function get_entity_velocity(entity: Entity): v3;
function is_an_entity(entity: Entity): boolean;
function is_entity_a_ped(entity: Entity): boolean;
function is_entity_a_vehicle(entity: Entity): boolean;
function is_entity_an_object(entity: Entity): boolean;
function is_entity_dead(entity: Entity): boolean;
function is_entity_on_fire(entity: Entity): boolean;
function is_entity_visible(entity: Entity): boolean;
function is_entity_attached(entity: Entity): boolean;
function set_entity_visible(entity: Entity, toggle: boolean): boolean;
function get_entity_type(entity: Entity): int;
function set_entity_gravity(entity: Entity, gravity: boolean): boolean;
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;
function get_entity_attached_to(entity: Entity): Entity;
function detach_entity(e: Entity): boolean;
function get_entity_model_hash(e: Entity): Hash;
function get_entity_heading(entity: Entity): float;
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;
function set_entity_as_mission_entity(entity: Entity, toggle: boolean, unk: boolean): void;
function set_entity_collision(entity: Entity, toggle: boolean, physics: boolean, unk0: boolean): boolean;
function is_entity_in_air(entity: Entity): boolean;
function set_entity_as_no_longer_needed(entity: Entity): boolean;
function set_entity_no_collsion_entity(entity: Entity, target: Entity, unk: boolean): boolean;
function freeze_entity(entity: Entity, toggle: boolean): void;
function get_entity_offset_from_coords(lEntity: Entity, coords: v3): [boolean, v3];
function get_entity_offset_from_entity(lEntity: Entity, lEntity2: Entity): [boolean, v3];
function set_entity_alpha(entity: Entity, alpha: int, skinput: boolean): void;
function reset_entity_alpha(entity: Entity): void;
function delete_entity(e: Entity): boolean;
function set_entity_god_mode(entity: Entity, toggle: boolean): void;
function get_entity_god_mode(entity: Entity): boolean;
function is_entity_in_water(entity: Entity): boolean;
function get_entity_speed(entity: Entity): float;
function set_entity_lights(entity: Entity, toggle: boolean): void;
function set_entity_max_speed(entity: Entity, speed: float): void;
function get_entity_pitch(entity: Entity): float;
function get_entity_roll(e: Entity): float;
function get_entity_physics_rotation(e: Entity): v3;
function get_entity_physics_heading(e: Entity): float;
function get_entity_physics_pitch(e: Entity): float;
function get_entity_physics_roll(e: Entity): float;
function does_entity_have_physics(entity: Entity): boolean;
function get_entity_rotation_velocity(entity: Entity): v3;
function get_entity_submerged_level(entity: Entity): float;
function get_entity_population_type(entity: Entity): int32_t;
function is_entity_static(entity: Entity): boolean;
function is_entity_in_zone(entity: Entity, zone: string): boolean;
function is_entity_upright(entity: Entity, angle: float): boolean;
function is_entity_upside_down(entity: Entity): boolean;
function has_entity_been_damaged_by_any_object(entity: Entity): boolean;
function has_entity_been_damaged_by_any_vehicle(entity: Entity): boolean;
function has_entity_been_damaged_by_any_ped(entity: Entity): boolean;
function has_entity_been_damaged_by_entity(e1: Entity, e2: Entity): boolean;
function does_entity_have_drawable(entity: Entity): boolean;
function has_entity_collided_with_anything(entity: Entity): boolean;
function get_entity_entity_has_collided_with(entity: Entity): Entity;
function get_entity_bone_index_by_name(entity: Entity, name: string): int;
}